What does the term “Texture Atlas” refer to?

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The term "Texture Atlas" refers to a single large image that contains multiple smaller textures. This technique is widely used in game development to optimize the rendering process. By combining several textures into one large image, it reduces the number of texture binds during rendering, which can significantly improve performance, especially in 3D environments. When a 3D model or sprite needs to display multiple textures, using a texture atlas allows these textures to be accessed in a single draw call instead of making separate calls for each individual texture.

This approach is particularly effective in scenarios where multiple objects share similar textures; it minimizes the memory overhead and enhances the efficiency of texture management. The textures are arranged in a way that maximizes the use of space, allowing for several smaller images to be packed together tightly, which aids in reducing loading times and optimizing graphics rendering.

Other concepts listed, such as sound compression, lighting setups, and model animation formats, do not align with the definition or purpose of a texture atlas and focus on different aspects of game development.

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