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Your hunch is correct. There must be external information mapping regions of the image to sprites. Even in your regular grid-based example, you lack some information like origin, collision extents, named identifier.


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using a single vec4 uniform you can use arbitrary sized sprites: uniform vec4 spriteLoc;//x and y is the relative offset and z and w is the scaling factor varrying vec2 texCoord;//0-1 as you would without the atlas main(){ gl_fragColor = sampler2D(atlas, texCoord.xy*spriteLoc.zw + spriteLoc.xy); }


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The DDS file format changed between dx9 and dx10. dx9 had been supporting a lot of new features via kludges, these new features were finally added as full types with the switch to DXGI. What this means is that most existing DDS viewers do not support any of the new texture formats or even files saved from directXtex. (The new semi-open source microsoft ...



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