Ideal texture atlas image sizes? - Printable Version
+- iDevGames Forums (http://www.idevgames.com/forums)
+-- Forum: Development Zone (/forum-3.html)
+--- Forum: Designer's Studio (/forum-6.html)
+--- Thread: Ideal texture atlas image sizes? (/thread-10665.html)
Ideal texture atlas image sizes? - Jmcclane - Jul 11, 2013 11:33 AM
Just a little background...I am using Adobe Illustrator to create my textures before exporting them to a 1024x1024 .png atlas. I am then using OpenGL to push my textures onto the screen using a texturedQuad. Since Illustrator is a vector based art software, it is hard for me to judge an ideal texture size on my atlas. If I export my atlas with very small texures (say 20 by 20 px) the quality suffers when they are rastered. If I export my textures with over-scaled dimensions, I will be wasting needed space.
Basically, at what dimensions will I be able to get clean images while still efficiently using atlas space?
Thanks in advance for any help you can supply.
RE: Ideal texture atlas image sizes? - Skorche - Jul 11, 2013 11:52 AM
You need to export them at the size they'll be drawn on the screen. So it depends on what the maximum screen resolution you want to support and how the sprites are scaled when drawn.