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OpenGL Game Development By Example
book

OpenGL Game Development By Example

by Stephen Madsen, Robert Madsen
March 2016
Beginner to intermediate
340 pages
6h 51m
English
Packt Publishing
Content preview from OpenGL Game Development By Example

Using an atlas

As I have mentioned already, texture memory is one of your core resources. In fact, it is common to run out of memory because of all the textures required to animate a typical 2D game. It is also time-consuming to load individual textures rather than loading on a larger texture. So, we have to come up with methods to use texture memory more efficiently.

One common technique designed to pack more textures into less space is known as atlasing. A texture atlas works much like a sprite sheet described earlier in this chapter. Instead of storing each texture as its own image, we pack all of the textures for the entire game into one or more textures known as atlases.

As the word suggests, an atlas works much like a map. We simply need to ...

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Publisher Resources

ISBN: 9781783288199