![]() If any experts have some advice on where to start, I’d appreciate a few pointers. Maybe I’ll get brave and dive into it someday. I’d definitely take a stab at implementing texture atlases if I wasn’t so mystified by glsl. I wish I knew a bit more about this, because even though I know what the issues are (at least, I think I do), I don’t know how to address them. That restricts the number of people that can tackle the problem. I don’t think these problems are enough to make it hard, but it does mean that whoever implements them needs to know some pretty low-level opengl stuff. But there are (at least) the above two issues to deal with. So, on the surface, a texture atlas seems easy to implement. I’m pretty sure this needs to be done in the shader. To prevent this, you have to clamp the texture at the edges. You can get some ugly artifacts at the edges of your triangles from neighboring textures.
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