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Re:I'm creating PBR Textures and 3D models since 2018 and sh... by whizzter on Friday April 26, 2024 @09:15AM (#40169043)
Before bindless became a thing (and it's not yet standard with for example WebGL) then doing extra render calls just to change active textures could be an quite expensive operation. Thus a texture atlas is useful to be able to batch a lot of geometry into the same call (Also useful for 2d-like animations).

https://en.wikipedia.org/wiki/Texture_atlas

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