- Home /
Texture Atlas Duplicating Because Of Material Differences?
I employed the use of texture atlas in my game and gave myself a pat on the back for optimizing my game and following best practices...
But then I read something somewhere about how I was actually duplicating my textures in GPU memory because of the wide range of materials and shaders I was using. My texture atlas contains a wide collection of sprite images, particle images, mesh texture images, decals, GUI images, etc.
And because some materials I use have transparency, others have color tints, etc... that I was not really leveraging the one texture atlas but was, in fact, causing a huge texture memory waste because the same texture atlas was actually loaded multiple times?
Can someone set me straight?
Developing for iOS with Unity5.
Thanks, Manny
Your answer
Follow this Question
Related Questions
GPU Memory : Impact of Grayscale Textures 0 Answers
How can I tell how much grahics memory is available? 1 Answer
3D textures for Constructive Solid Geometry 0 Answers
Reduce GPU Memory usage from textures 1 Answer
Render scene depth to a texture 4 Answers