Texture atlas
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A texture atlas is a single larger texture which combines what would normally be several distinct smaller textures. This technique can be a significant performance optimisation.
This page TBD.
Performance Benefits
- Collapse several render chunks into a single chunk, reducing the number of draw calls required to render a mesh.
 - Collapse several materials into one, especially across multiple meshes in a mesh library asset, allowing the meshes to benefit from material sharing and mesh stitching.
 
Concerns
- Texture Bleeding (when mipmapping)
 - Texture Wrapping
 - Over-large textures (avoid this by atlasing low LODs)
 
Example
- Image demonstrating the combination of two separate textured meshes into an atlas.