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A texture atlas is a large image containing a collection, or "atlas", of sub-images, each of which is a texture map for some part of a model.

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Best way to load multiple TextureRegion from multiple bitmaps in AndEngine

I've seen a lot of examples of AndEngine usage where some bitmaps are mapped into some TextureRegions and loaded into an Atlas. But what if I have a lot of bitmaps, where each bitmap is a sprite sheet …
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