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Showing results for tags 'atlas'.
Hello community, long time no see. I am working on my own graphical user interface, for my super duper rpg game :). The use separate textures for each button state, etc. I consider it not effective! It is better to load the texture with the atlas of the whole GUI once. And use her. In order to draw a texture from the atlas, we need to slightly modify the standard shader (drawimage), and save it under a different name (drawimagerect). Shader #version 400 uniform vec4 drawcolor; uniform sampler2D texture0; uniform vec4 rect; in vec2 vTexCoords0; out vec4 fragData0; void ma
So I was reading a something from a post on one of Unity's forums (I'm not interested in the engine, but some of the discussions there are helpful), and atlas texturing seems to be a big thing there. I had no idea that one large texture that combined multiple small textures could improve performance substantially. Anyway, how does Leadwerks draw textures under the hood? Does it go through all draw calls like Unity (and thus atlas texturing is important)? Also, are textures dynamically freed when the last instance of a material is hidden from view? Thanks in advance for any feedback! I'