Instead of creating many different textures, an atlas packs all of the different textures into a single gigantic texture: An example of a texture atlas for Minecraft. Now if you’ve ever modded Minecraft or looked inside a texture pack from before 1.5, the concept of a texture atlas should be pretty straightforward. Instead, a better solution is to use a technique called texture atlases. In a world with hundreds of textures and thousands of chunks, this would be utterly unacceptable from a performance standpoint. However, this would require a number of state changes proportional to O(number of chunks * number of textures). One naive solution might be to create a separate texture for each block type, and then do a separate pass for each of these textures. Today I want to write about what is probably the single most common question that gets asked regarding greedy meshes.
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