Hi guys!
I just learned that using texture atlases is a great way to optimize, specifically in relation to render states and draw calls I presume.. However, I am a bit uncertain of the actual procedure that is actually creating one of these!.
I guess, well I think at least, one way is to just create the UVs within the 0..1 and then only use a small part of a larger map... Essentially giving each UV set a restricted part of a map thus each of them should be able to read from the same texture?!..
I'm fairly convinced this method will work, but the question is, whether or not this actually is the way to do it, or if there is another, better and more efficient way out there?!
thanks for your time!
Regads,
Alex
Replies
There are things artists tend to do that is similar to atlasing, when it comes to building modular assets. The artist could map multiple modular assets to the same texture sheet, saving draw calls for new textures. The initial meshes need to be rendered uniquely but all instances are already in memory so they draw super fast, texture included.
http://wiki.polycount.com/TextureAtlas
Thank you both very much for your replies!, During my search on this topic on the web I just stumbled upon this little thread...
(Especially interesting if you work with Unity3D)
http://forum.unity3d.com/threads/7619-Texture-atlas
There are some good info here on the topic and especially the mention of Unitys own Texture2D.PackTextures seems very intriguing to me! I haven't goten the time to check it out yet, but I will be sure to do it soon!...
Also Nvidia seems to have released a tool for windows seemingly for this exact purpose...
http://developer.nvidia.com/object/texture_atlas_tools.html
Haven't checked this out yet either...!
@Eric Chadwick: Thanks for the link...