Ok, yeah, I guess that makes sense.
However, my textures will be 2048x1536. I was thinking that it would be good to use the atlas so that it would force it into a square texture, but the padding wouldn't need to be part of my texture per se. You see, I am working with a mac and targeting iOS which requires square textures.
Here are the options I see:
- Put the non-square texture into an a square atlas
- Stretch out my source image vertically so it takes up a square texture and then squash it back down once in game.
- Pad the source image with 0 alpha from 1536 to 2048.
What would you all do in this situation?