Texture Atlas Possible?

Software: Away3D 4.x

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Choons, Sr. Member
Posted: 04 July 2011 05:38 PM   Total Posts: 281

Hi guys - been looking at methods to optimize molehill performance. This article describes batching for better performance

http://www.nulldesign.de/2011/04/07/molehill-nd2d-speeding-up-the-engine/

and mentions using a texture atlas along with batching

http://http.download.nvidia.com/developer/NVTextureSuite/Atlas_Tools/Texture_Atlas_Whitepaper.pdf

Is there any functionality in Away3D to use texture atlases?

   

Richard Olsson, Administrator
Posted: 04 July 2011 06:41 PM   Total Posts: 1192   [ # 1 ]

It’s not so much up to the engine, but more to you as the content author as well as the tool in which you create your content. Make sure your UV coordinates reference points in the texture atlas (rather than individual textures) and that should be it. Remember though that you can’t have extremely big textures in Molehill so limit your texture atlases to fit.

   

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Choons, Sr. Member
Posted: 04 July 2011 06:58 PM   Total Posts: 281   [ # 2 ]

thanks, Richard. I’ll do some experiments. Do you know offhand what the largest texture size is that I can use?

And speaking of such things, the more I learn about molehill the more I am impressed by what you guys have been able to do within its limitations. If you have time, would you mind also touching on some areas where you feel molehill creates “bottlenecks” for Away3D and perhaps possible solutions/approaches to getting top performance despite those limitations?

   
   

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