Is there a way to limit the amount of textures or vertex data uploaded to the GPU per frame? I could do it myself by only manually pumping material.diffuseTexture = t with only a few per frame - but I wonder if there is a better way to do this? In Cryptovoxels, everything loads as the user explores, and we sometimes get big frame drops, which I think are due to a bunch of textures being uploaded in the same frame, or possibly many meshes.
Is there some internal place I could hack this in? Or is it best to do this in my own code, and not try and do it in the core Babylon code?
I was thinking about this more yesterday, and it occurred to me that if I replaced texImage2d (WebGLRenderingContext.texImage2D() - Web APIs | MDN) with something that throttled uploads (eg only upload 0.5 million pixels / frame), that should work right? I could do the same with vertex arrays right using vertexAttrib3fv?