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How it work Atlas made from sprite packer?
Hello.
While making 2d game, I confused Atlas made from sprite packer.
At first, I understand Unity5 Atlas was combined image resources either NPOT or POT to transfer POT image.
For example, Combine 120x40, 120x60 to 128x128.
But I'm not certain that correct.
Because I select Sprite Resource on ProjectTap, it be written ARGB32bit(original) RGAB8bit(atlas) on InspectorTap.
As I know, As in NPOT image was compressed 32bit(or not be compressed), and POT image was compressed select format(DXT5, RGB16bit...).
However, when I packing POT image, it be written ARGB32bit(original) RGAB8bit(atlas) on InspectorTap.
Although I select other compress format.
If Sprite packer combined image resources either NPOT or POT to transfer POT image, I considering change my resource POT to NPOT.
Because now I use only POT image, but it has much waist memory.
If I use NPOT, just need 120x60 image. but If make POT, I need 128x128 despite I just need 120x60.
Anybody give me some advice for clearly understanding?
And sorry for my english.
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