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Texture atlas

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

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