Home > Android Development > Opengl ES – Texture Atlas

Opengl ES – Texture Atlas

In order to improve my app’s OpenGL rendering performance,
I’ve decide to replace my texturing code.

My app is using 8 256X256 textures, each one of them is binded and drawn to a square like shape.
This means I was making 8 BindTexture calls. This has a large impact on performance and here comes the usage of a term called Texture Atlas.

Texture Atlas is a one big texture that holds up all of the app textures instead of using several textures.

This means I can minimize the BindTexture into a one call, thus improving performance.

Each time I supply different texture coordinates for the specific texture I need to use.

I still have more optimizations to perform, like figuring out how to speed up my dynamic camera preview texture.

But the texture atlas is a good start, and show satisfying results.

Categories: Android Development
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