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How handle too many textures/sprites?

Discussion in 'General Graphics' started by Bongmo, Feb 26, 2015.

  1. Bongmo

    Bongmo

    Joined:
    Jan 18, 2014
    Posts:
    155
    Hi,

    in my game, there is only one scene. In this scene there are 9 sprites tiled. When the user clicks one of the images, the sprite changes the image.

    The problem is here, that I have hundreds of sprite images. At the moment, I have 3 big images (1024x1024) where the sprites are. But that's not enough. I need more images.

    What is the best way to do this?
    Are individual textures better? -> I mean hundreds of individual textures. Later, I change this texture on a quad.
    Which has the best performance?

    Thanks.
     
  2. bear_love_honey

    bear_love_honey

    Joined:
    Jan 7, 2015
    Posts:
    31
    Read about Texture Atlas mb this help.
     
  3. Bongmo

    Bongmo

    Joined:
    Jan 18, 2014
    Posts:
    155
    I'm using texture atlas. 3 big images with sprites.
     
  4. bear_love_honey

    bear_love_honey

    Joined:
    Jan 7, 2015
    Posts:
    31
    You mean 1024 x 1024 atlas? or one image 1024 x 1024?
    In some games i have seen 10k + size atlases, and this was okay.
    Dont care about images, you can open games like WOW or other and they have more...
    Just make better separate categorys of your images.

    But i think what 10 atlases better than 1k images.
     
    Last edited: Feb 27, 2015
  5. Bongmo

    Bongmo

    Joined:
    Jan 18, 2014
    Posts:
    155
    3 images. One image size (width 1024px) x (height 1024px). I scaled the sprites. Now, I have more space. I think, that is the best solution.