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Thread: Texture Atlas Programmable Pipeline

  1. #1
    Junior Member Newbie
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    Aug 2012
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    Texture Atlas Programmable Pipeline

    I'm looking for help implementing a Texture Atlas using the programmable pipeline. Would I just use a loop and glSubTexImage, or would I have to do additional work with the pixel shader?
    Last edited by UraniumSlug; 08-23-2012 at 06:10 AM.

  2. #2
    Senior Member OpenGL Guru Dark Photon's Avatar
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    Depends on whether the texture atlas is known to your input models. If they have texture coords baked for the atlas, you can just use them. Otherwise you might need to do some atlas texcoord computation magic in the frag shader.

    Given the filtering and wrap/clamping issues with texture atlases though, you might seriously consider texture arrays instead.

  3. #3
    Advanced Member Frequent Contributor
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    ..or if you are willing to be tied to Kepler, GL_NV_bindless_texture...

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