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
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 