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nwsm | 1 year ago

This sounds very much like a spritesheet to me (who has never worked on video games). Is the concept similar, and what was the better approach at the time?

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elpocko|1 year ago

It's basically the same thing. You use a texture atlas because switching textures is expensive. We do have a better alternative now called array texture, but texture atlases are still a thing today on limited hardware for performance reasons.