Creating smaller textures out of spritesheet

Hi everyone,

I was wondering, is it best to keep one big spritesheet texture and to map the texture accordingly or to create a texture per subimage ?

Thanks

One big spritesheet texture. Less binding.

Kev

Is the binding that bad ?

Like anything else, it’s not bad (ie slow) until it’s a problem.
http://code.google.com/p/libgdx/wiki/TexturePacker

The link convinced me. I wasn’t aware the texture binding was considered as “expensive”.

Thanks a lot to both of you for the replies :slight_smile: