Timeline for 2D graphics - why use spritesheets?
Current License: CC BY-SA 2.5
3 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 2, 2013 at 18:41 | comment | added | Joe Plante | I'm definitely wondering if the texture u,v mapping in a lot of 3D hardware, plus bit blitting operations benefit from the sprite sheet. | |
| Apr 9, 2011 at 15:00 | comment | added | jhocking | It definitely still matters. Graphics hardware has been optimized toward pushing tons of polygons for a small number of detailed models (eg. characters) because most games tend in that direction. The result is that you need to push as many polygons as possible in each of just a couple dozen draw calls. Game engines that render large scenes like cities often combine multiple textures into one on the fly in order to reduce draw calls. | |
| Jan 4, 2011 at 15:25 | history | answered | Tetrad | CC BY-SA 2.5 |