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Texture atlas

From Wikipedia, the free encyclopedia
Large image containing an atlas of sub-images

Incomputer graphics, atexture atlas (also called aspritesheet or animage sprite in2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions.[1] An atlas can consist of uniformly-sized images or images of varying dimensions.[1] A sub-image is drawn using customtexture coordinates to pick it out of the atlas.

Benefits

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In an application where many smalltextures are used frequently, it is often more efficient to store the textures in a texture atlas which is treated as a single unit by thegraphics hardware. This reduces both the diskI/O overhead and the overhead of a context switch by increasingmemory locality. Careful alignment may be needed to avoid bleeding between sub textures when used withmipmapping andtexture compression.

Inweb development, images are packed into a sprite sheet to reduce the number of image resources that need to be fetched in order to display a page.[2]

Gallery

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References

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  1. ^ab"SDK White Paper Improve Batching Using Texture Atlases"(PDF). Nvidia. July 2004.
  2. ^"Implementing image sprites in CSS".Mozilla Development Network.

External links

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Explanations and algorithms

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Tools

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