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- $\begingroup$ I'm not, I'm referring to virtual texturing, most well known as idTech 5's MegaTexture technology. Also see this and this. I've seen it mentioned in overview of many modern engines' rendering pipelines, and in a few papers that use a similar approach for shadowmaps. It does have a lot in common with texture atlases, yes, it uses them, in a way, but I'm not confusing it with texture atlases. $\endgroup$Llamageddon– Llamageddon2015-12-02 18:18:08 +00:00Commented Dec 2, 2015 at 18:18
- $\begingroup$ Ahh. Thanks for the links. Can you add them to the question. I will update my answer accordingly $\endgroup$RichieSams– RichieSams2015-12-02 18:49:41 +00:00Commented Dec 2, 2015 at 18:49
- 4$\begingroup$ IMO, the main drawback of simple texture atlases (not virtual textures) is you lose wrap modes like repeat and clamp, and bleeding occurs due to filtering/mipmapping - not floating-point precision. I'd be surprised to see float precision becoming a problem for ordinary (non-virtual) textures; even a 16K texture (the max allowed by current APIs) isn't big enough to really strain float precision. $\endgroup$Nathan Reed– Nathan Reed2015-12-02 20:58:17 +00:00Commented Dec 2, 2015 at 20:58
- $\begingroup$ @RichieSams Btw, I think your answer is a good one, even if to a different question. You should make a Q&A post. $\endgroup$Llamageddon– Llamageddon2015-12-03 09:29:11 +00:00Commented Dec 3, 2015 at 9:29
- $\begingroup$ Hmm, this explains it quite well, though I don't really understand how it works with mip levels. I wish I could write down my specific problem with understanding it down, but it kinda eludes me... $\endgroup$Llamageddon– Llamageddon2015-12-04 10:29:13 +00:00Commented Dec 4, 2015 at 10:29
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