See edit:
How would I go about rendering a model with multiple tiling textures? I have a few ideas, but all of them have drawbacks, here are a few (by the way this is for an opengl game):
-Use a huge texture, but this comes at the cost of the texture being expensive
-Render diffrent objects for each textured object (eg: one model could be bricks for a house, another could by the roof, each with their own tiled texture), but this would become very messy, very quickly.
Here is an (amazing) image to help demonstrate what I'm trying to do.
The repeating "R" on the red area represents perhaps a repeating brick texture, while the green one represents a roof, maybe roof shingles. To add on to that, I've added a window texture.
My question is, how do most games deal with this? I can't seem to wrap my head around how I could fit this in one texture, but yet I see many other games do exactly what I want.
EDIT:
This should give a better visual demo. I want a large mesh (not very large in the demo) using one texture atlas. (Please keep in mind not all textures in the atlas will be the same size!)
Lets say this is my object, it uses each texture on the atlas, but not the same amount of repeats (brick repeats 3 times, when the smiley face repeats 9 or so times)
How do most games achieve something like this? Without using some huge file with repeating textures.
Example (from BOTW)
I assume they didn't just repeat this texture on the atlas, considering how large that would be (and expensive).