4 ms·
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
by whizzter 3y ago
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 https://en.wikipedia.org/wiki/Texture_atlas