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Using two different texture atlases in NGUI: should there be any problem?
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Topic: Using two different texture atlases in NGUI: should there be any problem? (Read 2307 times)
ND
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Using two different texture atlases in NGUI: should there be any problem?
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September 16, 2014, 12:47:09 PM »
Good day!
We used NGUI 2.7 before and had problems with two separate texture atlases: some of the images were drawn incorrectly (black squares or just blank spaces). We managed to put all sprites into one atlas and that solved the problem, back then.
Now we're using NGUI 3.5.7 and planning to have 2 texture atlases: one in 16-bit color for most of the sprites and another (32-bit) for the rest (that looks bad in 16-bit).
Should we expect any problems using this approach (like graphical glitches)? Or it'll be ok except for the increased number of draw calls?
Thank you for the answer!
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Nicki
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Re: Using two different texture atlases in NGUI: should there be any problem?
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September 16, 2014, 06:46:47 PM »
It should be just fine. I mean, the only downside is that if you sandwich widgets from multiple atlases (materials) it will cost extra draw calls. That already happens if you use dynamic fonts, anyway.
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ArenMook
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Re: Using two different texture atlases in NGUI: should there be any problem?
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September 17, 2014, 12:02:21 PM »
There is no reason to use 3.5.7. It's many months out of date. You should use the latest.
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Using two different texture atlases in NGUI: should there be any problem?