A texture atlas scheduling method
A scheduling method and texture technology, applied in the field of 3D virtual world games, can solve problems affecting game performance, difficult to find a balance between the number of DrawCalls and memory usage, and difficult streaming loading, etc., to reduce memory pressure, improve rendering efficiency, The effect of reducing stress
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[0041] The preferred embodiments of the present invention will be described below in conjunction with the accompanying drawings. It should be understood that the preferred embodiments described here are only used to illustrate and explain the present invention, and are not intended to limit the present invention. figure 1 It is a flow chart of the texture atlas scheduling method according to the present invention, and the following will refer to figure 1 , to describe the texture atlas scheduling method of the present invention in detail.
[0042] First, in step 101, basic information and necessary data structures for texture streaming scheduling are defined. In this example, there are 1000 textures in total, and the resolution of the textures is 128x128. That is to say, the texture has a total of eight levels of Mipmap, and the resolutions are 128x128, 128x128, …, 2x2, 1x1. For these different Mipmaps, the reserved LOD is 5 levels, that is, LOD3 (16x16), ..., LOD7 (1x1). Th...
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