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