Optimizing Draw Call Batching Using Transient Data-Guided Texture Atlases
@inproceedings{Dortmont2017OptimizingDC, title={Optimizing Draw Call Batching Using Transient Data-Guided Texture Atlases}, author={J.A.L.T. van Dortmont}, year={2017} }
Rendering a large number of 2D textures in real-time requires reducing the overhead of a large number of draw calls on the CPU caused by binding different textures when drawing. Texture atlases are used to avoid switching textures by packing textures into one larger texture before rendering. Graphics hardware APIs limit the size of a texture, so textures need to be partitioned into multiple atlases. Unfortunately, composing textures into atlases is performed manually by developers or artists…Â
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