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Tiling texture atlases by cutting?

Had this idea about improving workflow with atlases:
How about a tool to cut up the model based on UV coordinates? It would make using texture atlases a lot simpler, just model as usual, and when texturing, additional cuts would be automatically added on the selected surface based on specified tiling count.
With raw vertex throughput of modern GPU-s the added geometry wouldn't hurt performance much either.
Anyone know of something such as this, would it even be feasible?

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