This is an old revision of the document!


Texture Atlas (TGorillaSharedAtlasMaterialSource)

The TGorillaSharedAtlasMaterialSource is inherited from TGorillaSharedMaterialSource. This means it is only a container for central storage of a texture atlas.

A texture atlas (also called a sprite sheet or an image sprite) is an image containing a collection of smaller images, usually packed together to reduce the atlas size.[1] Atlases can consist of uniformly-sized sub-images, or they can consist of images of varying dimensions.[1] A sub-image is drawn using custom texture coordinates to pick it out of the atlas. In an application where many small textures are used frequently, it is often more efficient to store the textures in a texture atlas which is treated as a single unit by the graphics hardware. Storing textures in an atlas reduces the overhead of a context switch by increasing memory locality. Careful alignment may be needed to avoid bleeding between sub textures when used with mipmapping and texture compression.

[https://en.wikipedia.org/wiki/Texture_atlas]

To configure a supplied texture atlas in the material use the provided properties:

Property Notice
AtlasRowCount Defines the number of rows the texture atlas has.
AtlasColCount Defines the number of columns the texture atlas has.
FrameWidth Defines the width of each frame in pixels. The width has to be a potency of 2. For example: 16, 32, 64, 128, …
FrameHeight Defines the height of each frame in pixels. The height has to be a potency of 2. For example: 16, 32, 64, 128, …