Most malevolent Doomsday Mastermind,
In the Optimization Tips
section, on the 3D Model Assets
page of the manual, it reads:
All textures used by a model are stored in a large atlas. This means there are no restrictions on texture sizes, i.e., they do not have to be powers of two (e.g., 1024×1024). However, because the atlas needs borders and other padding around the textures stored in it, it is recommended that the model's textures are a bit smaller than power-of-two sizes. For instance, four 1000×1000 textures will easily fit on an atlas of 2048×2048; however, only one 1024×1024 texture would fit.
I’m looking for the exact borders and other padding the engine needs for my model textures to be optimized. The “a bit smaller” wording is unsatisfactory to my inferior robotic mind.
My current quandaries:
- Would a single pixel difference work, where four textures at 1023x1023 px would fit into a 2048x2048 atlas?
- Or, is a single pixel border for all four edges required, where four textures at 1022x1022 px would fit into a 2048x2048 atlas?
- Or, is there some other specifications hidden inside “borders and other padding” I should consider when optimizing/maximizing my pixel budget?