[转]Texture atlas

本文介绍了实时计算机图形学中纹理图集的概念和技术细节。纹理图集是一种大型图像,包含许多小图像作为3D对象的不同部分的纹理。通过修改UV映射上的纹理坐标,可以有效地渲染这些子纹理。使用纹理图集可以减少渲染状态变化,提高图形硬件的效率,特别是在需要频繁使用多个小纹理的应用中。

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http://en.wikipedia.org/wiki/Texture_atlas

 

In realtime computer graphics, a texture atlas is a large image, or "atlas" which contains many smaller sub-images, each of which is a texture for some part of a 3D object. The sub-textures can be rendered by modifying the texture coordinates of the object's uvmap on the atlas, essentially telling it which part of the image its texture is in. In an applicationwhere many small textures are used frequently, it is often more efficient to store the textures in a texture atlas which is treated as a single unit by the graphics hardware. In particular, because there are less rendering state changes by binding once, it can be faster to bind one large texture once than to bind many smaller textures as they are drawn.

For example, a tile-based game would benefit greatly in performance from a texture atlas.

Atlases can consist of uniformly-sized sub-textures, or they can consist of textures of varying sizes (usually restricted to powers of two). In the latter case, the program must usually arrange the textures in an efficient manner before sending the textures to hardware. Manual arrangement of texture atlases is possible, and sometimes preferable, but can be tedious. If using mipmaps, care must be taken to arrange the textures in such a manner as to avoid sub-images being "polluted" by their neighbours.

 
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转载于:https://www.cnblogs.com/pulas/archive/2012/05/10/2494347.html

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