Webgl texture atlas performance thoughts,
Members - Reputation: 129
Posted 08 May 2012 - 03:27 AM
Essentially I pass to the shaders a couple variable multipliers for the texture coords to allow for arbitrary atlases to be used with any mesh.
My main concern is: won't multiplying every texture coord counter the performance gain given by using only a few large textures instead of switching many little ones?
Any thoughts or personal experiences for this scenario?
Crossbones+ - Reputation: 12037
Posted 08 May 2012 - 08:43 AM
It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.