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Texture Atlas and object batching
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Gian-Reto Offline
Member

Post: #1
Texture Atlas and object batching
Hi all

Quick newbie questions (as these keep being discussed with other engines):

1. Is it possible to create Texture atlases in Esenthel? How could I do that for an object consisting of multiple sub-objects? Can I do this on the fly at runtime? Can I use mip-mapping for a Texture atlas?

2. Object batching... Is it possible to batch objects together to save on draw calls in Esenthel engine? Will I see a performance gain from this if I have multiple instances of the same object? What about if these object is animated and each instance is running a different animation?

Thanks for helping me clearing that up in advance


Gian-Reto
09-05-2012 11:39 AM
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Esenthel Offline
Administrator

Post: #2
RE: Texture Atlas and object batching
Hi,

engine's ImageAtlas is used only for 2D sprite drawing, there is not atlas support for 3d models.
The best way to optimize performance is to use 1 material and set that material on mulitple meshes, which will allow the engine to use internal optimizations.
09-11-2012 12:26 PM
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Gian-Reto Offline
Member

Post: #3
RE: Texture Atlas and object batching
Thanks for the reply... You are talking like atiled material (Stone eg.) used on different level props?

What about uv mapped chars? Can you combine the different textures at runtime, IF they share the same Material parameters (Not possible else I guess)?
09-11-2012 03:08 PM
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Esenthel Offline
Administrator

Post: #4
RE: Texture Atlas and object batching
different textures are not combined by EE
09-26-2012 01:05 PM
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