Texture atlasing is to get rid of the pause where the engine has to stop to change textures/shaders when rendering polygons. It's not always the texture fetch that causes this as it may just be that the engine always pauses between polygons with a different shader/texture on them. It's highly engine specific as different…
Good stuff guys! That definitely makes sense by having them combined or not. Been really getting into this whole draw call business as of late >_< Anyone know what batching does exactly in an engine?
If you're not sure what I'm talking about - http://en.wikipedia.org/wiki/Texture_atlas Was wondering if using this method is the best method for using textures in next gen games? I was reading some stuff on the Unity forums today and they recommend you combine all your small textures into one big texture atlas or…
Usually whenever this is used in production its done behind the scenes by the engine. This is pretty easy to setup in Unity. Remember that you only get an advantage from doing this when the atlased textures are on the same object and material (or can auto-magically be combined into the same object and material). For…