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I can't recall any issues with texture arrays on angle, though there may have been. certainly on macos and especially on mobile. We only have to break the batc
by jamienicol 6y ago
I can't recall any issues with texture arrays on angle, though there may have been. certainly on macos and especially on mobile.
We only have to break the batch if the avatars are in separate textures and they overlap, so it isn't a huge issue in practice. There are cases where it is, but it's much better than the issues we had "resizing" the texture arrays.
edit: to clarify, yes if images are in separate textures we must use separate batches, but as long as they don't overlap we can still add more images to the old batch. so the total number doesn't grow too large
- Const-me 6y ago> certainly on macos AFAIK it’s same as on Windows, if you want a reliable GPU API you have to use the native one, Metal or Direct3D respectively. > and especially on mobile Right, these can be hit and miss. There’s hope though, new Android seems to be transitioning from GLES to Vulkan, things might improve eventually. > the issues we had "resizing" the texture arrays. I wonder did anyone tried to use D3D tiled resources, or Vulkan sparse images, for this problem?