oh, its absolutely still useful--especially for architecture, where you can't afford to waste any drawcalls.Best example I can think of right now for this are the Assassin's Creed games.
ive heard of atlas being used for realtime generated 'swatch' textures, with each swatch being uniquely unwrapped like a character--(for like, MMO armor combo permutations), but usually I've used the term for a large texture with swatches of tiling textures. Usually weve planned these doubletall, or even quadruple tall…
This is something that has been on my mind for a long time everybody seams to agree that the proper way to describe a texture like this is a "tileable texture": by jessica dinh and the kind that gets combined together for batching/optimization are referred to as "atlas textures" by romy but what about the standard kind of…