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 |