OpenGL ES 2 is one large or several small texture atlases. What is the best performance?

I am developing a game on Android using an existing engine .

I need to use large textures for my animations, and I wonder what better performance. The new version of the engine supports npot textures (in case you ask yourself why I use such permissions).

Is it better to have multiple 2330x1100 texture atlases or just one 2330x texture atlas (1100 x number_of_textures_i_need)? Does this choice affect boot time? (I think the required memory is the same since they contain the same number of pixels)

I read somewhere that switching textures can be a slow operation.

side quests:

1) banknote textures are effective (in the environment assembly so that it can handle npot textures)?

2) can I press the size / memory limit using only one texture?

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One large texture should be better, because loading and activation are slow due to memory loading in the video memory. It should also use less energy and, thus, improves the user interface; -)

Give it a try - and write a long test to prove it.

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Source: https://habr.com/ru/post/1389834/


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