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Texture satin

An example of a texture atlas containing characters

In real-time computer graphics , a texture atlas is an image containing a set (or “ atlas ”) of sub-images, each of which is a texture for some 2D or 3D object. Sub-textures are mapped onto the object using UV conversion , while the coordinates in the atlas determine which part of the image to use. Applications often use many small textures, and switching from one texture to another is a relatively slow process. Therefore, in such situations it is advisable to use one large image instead of many small ones.

For example, in games with tile-graphics, you can get a good gain in the speed of image output.

Atlases can contain both sub-textures of the same size and sub-textures of differing sizes (usually being a power of two). To compile atlases, both generator programs and manual compilation are used. When using MIP-texturing, it is necessary to provide that the sub-textures should be arranged in such a way that there is no situation when one of them "crawls" onto the other.

See also

  • Tiled rendering
  • Graphics pipeline

Links

  • A thousand ways to pack the bin - Review and compare the performance of various packaging algorithms.
  • Sprite Sheets - Essential Facts Every Game Developer Should Know - A fun video explaining the benefits of using sprite sheets.
  • Texture Atlas Whitepaper - An Explanation of Technology from NVIDIA .
  • TexturePacker - Commercial program for creating texture atlases.
  • Texture Atlas Maker - An open source utility for generating texture atlases for 2D OpenGL games.
  • Practical Texture Atlases - A guide to using texture atlases ( pros and cons).
  • SpriteMapper - A utility for creating texture atlases (sprite map) including the Apache Ant task.


Source - https://ru.wikipedia.org/w/index.php?title=Textural_atlas&oldid=71968284


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Clever Geek | 2019