Skip to main content

Timeline for Multiple textures/texture atlas

Current License: CC BY-SA 3.0

5 events
when toggle format what by license comment
Feb 20, 2017 at 3:02 review First posts
Feb 20, 2017 at 9:50
Feb 11, 2017 at 19:16 vote accept Werem
Feb 11, 2017 at 19:06 answer added MishMash95 timeline score: 1
Feb 11, 2017 at 15:54 comment added DMGregory The best way to check which of two options performs better in your particular scenario on your target hardware is to set up samples of each & profile them. In cases like this I wouldn't expect any benefits from atlassing, because splatmapped terrain is usually drawn all in one pass anyway, not one per splat texture. So atlassing wouldn't save draw calls, just push the texture wrapping math into the shader instead of the dedicated sampling hardware. Your mileage may vary, but I'd be wary of making the shader more complex unless you've identified this as a real performance bottleneck first.
Feb 11, 2017 at 13:53 history asked Werem CC BY-SA 3.0