Untitled edit

This article needs some graphical examples


Redundant Definition edit

I do not understand why this has a cyclical definition. You cannot say a texture atlas is a texture "atlas". —Preceding unsigned comment added by 69.196.152.245 (talk) 17:35, 25 January 2009 (UTC)Reply

agreement edit

Agreed. I've edited it to be a little more clear 79.69.140.79 (talk) 04:17, 12 February 2010 (UTC)Reply

3D vs 2D edit

Currently, this article states:

In realtime computer graphics, a texture atlas is a large image, or "atlas" which contains many smaller sub-images, each of which is a texture for some part of a 3D object.

Are texture atlantes restricted to 3D graphics? I would say no. This article also states [...] a tile-based game would benefit greatly in performance from a texture atlas.. Tile-based video game can be purely two-dimensional. --Abdull (talk) 23:21, 4 October 2010 (UTC)Reply

Split/Merge - Texture Mapping,Texture Map, & this edit

Personally I think the article Texture mapping could be split into 'Texture map', fleshed out with detail such as a section describing this and texture arrays. That article also describes rendering algorithsm' (which IMO deserve a separate page), and contains other material that could be merged with 'UV mapping'. e.g.:

  • Texture Map (sections:texture atlases, array textures, formats, uses as light maps etc)
  • Texture Mapping/UV mapping
  • Texture Mapped Rasterisation (history, doom,quake, modern hardware etc)

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A Commons file used on this page has been nominated for deletion edit

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