Timeline for How do you handle edges on textures that join adjacent textures?
Current License: CC BY-SA 4.0
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Jul 12, 2023 at 11:35 | comment | added | DMGregory♦ | Arrays and atlases allow you to draw multiple objects needing different textures in a single batch. Otherwise you tend to need a separate draw call each time you want to change the textures being sampled. This is a common bottleneck which is why atlassing is such a popular technique for improving performance. | |
Jul 12, 2023 at 6:13 | comment | added | Zebrafish | And why even arrays? Why not just different images? I noticed playing around with my Vulkan implementation that sometimes it asks for an image alignment of about 150kb, that's an enormous loss of memory. The thing about arrays is that it forces you to use the same size. | |
Jul 9, 2023 at 21:15 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
added 50 characters in body
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Jul 9, 2023 at 21:06 | history | answered | DMGregory♦ | CC BY-SA 4.0 |