What you think of a Texture Atlas function like NVidia tool?
Please read in our Wiki:
http://www.iris2.de/index.php/Ideas_and ... as_support
Texture Atlas also generates a access file.
It looks like this:
Code:
# Default.tai
# AtlasCreationTool.exe -width 1024 -height 1024 -o Default
#
# <filename> <atlas filename>, <atlas idx>, <atlas type>, <woffset>, <hoffset>, <depth offset>, <width>, <height>
#
# Texture <filename> can be found in texture atlas <atlas filename>, i.e.,
# Default<idx>.dds of <atlas type> type with texture coordinates boundary given by:
# A = ( <woffset>, <hoffset> )
# B = ( <woffset> + <width>, <hoffset> + <height> )
#
# where coordinates (0,0) and (1,1) of the original texture map correspond
# to coordinates A and B, respectively, in the texture atlas.
# If the atlas is a volume texture then <depth offset> is the w-coordinate
# to use the access the appropriate slice in the volume atlas.
data\tex_549.png Default0.dds, 0, 2D, 0.000000, 0.000000, 0.000000, 0.500000, 0.500000
data\tex_287.png Default0.dds, 0, 2D, 0.500000, 0.000000, 0.000000, 0.500000, 0.500000
data\tex_8.png Default0.dds, 0, 2D, 0.000000, 0.500000, 0.000000, 0.500000, 0.500000
data\tex_113.png Default0.dds, 0, 2D, 0.500000, 0.500000, 0.000000, 0.500000, 0.250000
data\tex_0.png Default1.dds, 1, 2D, 0.000000, 0.000000, 0.000000, 0.250000, 0.500000
data\tex_114.png Default1.dds, 1, 2D, 0.250000, 0.000000, 0.000000, 0.250000, 0.500000
data\tex_115.png Default1.dds, 1, 2D, 0.500000, 0.000000, 0.000000, 0.250000, 0.500000
data\tex_9.png Default0.dds, 0, 2D, 0.500000, 0.750000, 0.000000, 0.250000, 0.250000
data\tex_353.png Default0.dds, 0, 2D, 0.750000, 0.750000, 0.000000, 0.250000, 0.250000
data\tex_380.png Default1.dds, 1, 2D, 0.750000, 0.000000, 0.000000, 0.250000, 0.250000
data\tex_554.png Default1.dds, 1, 2D, 0.750000, 0.250000, 0.000000, 0.250000, 0.250000
data\tex_552.png Default1.dds, 1, 2D, 0.000000, 0.500000, 0.000000, 0.250000, 0.250000
data\tex_381.png Default1.dds, 1, 2D, 0.250000, 0.500000, 0.000000, 0.250000, 0.250000
It would be a good performance improvement to have only 8 Texturemaps for all static models.
This is only a sollution for distributed content, because modifing such texturemaps is not recommed.
Because of this we also need the raw textures.