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0.8.4:atlas-material [2022/06/17 07:49] – [Texture Atlas (TGorillaSharedAtlasMaterialSource)] admin0.8.4:atlas-material [2022/06/17 07:50] (current) – [Background] admin
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 Because each time you create a material source and use the atlas texture, FMX will load the texture into the GPU. So if you're having an atlas with 8x8 parts, this will create 64 texture with the size of the original one. This is just horrible memory management. Because each time you create a material source and use the atlas texture, FMX will load the texture into the GPU. So if you're having an atlas with 8x8 parts, this will create 64 texture with the size of the original one. This is just horrible memory management.
  
-That's not what we want. Gorilla3D offers a solution to you: SharedMaterialSource's! You set up a shared atlas material source once, where you load up your atlas texture. Than you only create referenced materials linked to that source. The reference material shader will use the global texture for rendering, instead of registering its own.+That's not what we want. Gorilla3D offers a solution to you: SharedMaterialSource's!  
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 +You set up a shared atlas material source once, where you load up your atlas texture. Than you only create referenced materials linked to that source. The reference material shader will use the global texture for rendering, instead of registering its own.
  
 {{:0.8.4:share_atlas.png?nolink&600|}} {{:0.8.4:share_atlas.png?nolink&600|}}