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Thread: Texture Atlas Programmable Pipeline

  1. #1
    Junior Member Newbie
    Join Date
    Aug 2012

    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 05:10 AM.

  2. #2
    Senior Member OpenGL Guru Dark Photon's Avatar
    Join Date
    Oct 2004
    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
    Join Date
    Apr 2009
    ..or if you are willing to be tied to Kepler, GL_NV_bindless_texture...

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