7 ms·
> Now the whole way that TA did texture mapping was just screwed. Frankly we had no idea what we were doing. I worked on an open-source TA successor game way
by Centigonal 2y ago
> Now the whole way that TA did texture mapping was just screwed. Frankly we had no idea what we were doing.
I worked on an open-source TA successor game way back when, and I figured mapping a texture off of a big atlas of different textures to each quad of your model was just how old games did things. I am just now realizing that this level of jank was unusual.
- nwsm 2y agoThis sounds very much like a spritesheet to me (who has never worked on video games). Is the concept similar, and what was the better approach at the time?
- elpocko 2y agoIt's basically the same thing. You use a texture atlas because switching textures is expensive. We do have a better alternative now called array texture, but texture atlases are still a thing today on limited hardware for performance reasons.