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Texture atlas

A texture atlas in computer graphics is a single large image file that packs multiple smaller textures or images into a unified layout, enabling efficient mapping onto 3D models or 2D sprites by minimizing texture bindings and draw calls during rendering. This technique, also known as a sprite sheet in 2D game development, originated from the need to overcome hardware limitations in early rendering systems, such as restricted texture memory and the overhead of switching between individual textures. By combining textures—often derived from UV-unwrapped surface patches—into one atlas, developers can batch rendering of multiple objects sharing the same material, significantly reducing CPU load in real-time applications like video games. The primary benefits of texture atlases include improved memory efficiency through compression of shared data and fewer API calls to the graphics pipeline, which is particularly valuable in mobile and embedded systems where resources are constrained. For instance, in engines like Unity, static objects using a common atlas can be automatically batched, cutting draw calls from hundreds to a fraction and boosting frame rates. Creation typically involves pre-planning UV layouts during asset modeling or post-processing textures in tools like Photoshop to align islands without overlaps, though challenges such as visible seams from interpolation discontinuities must be addressed using border texels or specialized packing algorithms. Atlases support advanced features like mip-mapping for anti-aliasing and are integral to modern workflows in tools such as Blender and game engines, where they facilitate scalable 3D rendering without sacrificing visual fidelity.

Introduction

Definition and Purpose

A texture atlas is a single large image file containing multiple smaller sub-images, known as textures or sprites, arranged without overlap to minimize the atlas's overall dimensions and optimize resource usage in computer graphics applications. This consolidated structure allows for the efficient storage and access of diverse visual elements within one texture resource. The primary purpose of a texture atlas is to enable the application of multiple distinct textures to 3D models or 2D elements by utilizing subsets of a single texture unit, which reduces the frequency of graphics API calls for texture binding and improves rendering efficiency in real-time systems. Sub-images are accessed via normalized texture coordinates, commonly managed through UV mapping to target specific regions, and this method is widely applied in real-time graphics to handle texture types such as diffuse, normal, or specular maps. Texture mapping, the foundational technique for projecting 2D images onto surfaces, forms the basis for this optimization. Texture atlases vary in their internal organization, with uniform grid packing used for evenly spaced sub-images and irregular arrangements employed for denser, more efficient layouts. They are typically dimensioned as powers of two to align with hardware requirements for features like mipmapping and to ensure broad compatibility across rendering pipelines.

Historical Development

The concept of texture atlases traces its roots to early advancements in texture mapping, pioneered by Edwin Catmull in his 1974 PhD thesis, which introduced methods for applying textures to curved surfaces in computer-generated imagery. Texture atlases emerged from the practical need for efficient image packing in 2D graphics, beginning with sprite sheets in 1980s arcade games and early console titles, where limited hardware memory necessitated combining multiple animation frames into single images for optimization. Examples include games on the Atari 2600 and NES, such as Super Mario Bros. (1985), which used sprite sheets to store character animations compactly, reducing data storage and draw calls on resource-constrained systems. In the 1990s, as real-time 3D graphics gained traction, texture atlases began to be adopted in 3D applications to address limited video RAM on early consumer GPUs and consoles like the PlayStation (1994), where developers packed multiple textures into larger sheets to fit within 1 MB of VRAM and reduce swapping. This approach evolved alongside engines like id Tech, with Quake (id Tech 2, 1996) introducing hardware-accelerated polygonal rendering and multi-texturing, though widespread atlasing for general 3D models became more standardized in the early 2000s. By the 2000s, texture atlases became standardized in major game engines and mobile graphics APIs due to persistent hardware limitations. Unreal Engine 3 (released 2006) integrated atlas support for batching textures in real-time rendering, optimizing draw calls for console and PC titles. Similarly, OpenGL ES (introduced in 2003 for mobile devices) promoted atlases to reduce state changes on power-limited hardware with few texture units, as seen in early embedded 3D applications. This era also drew parallels from web technologies, like CSS sprites for image batching, influencing graphics pipelines. In the 2010s and 2020s, texture atlases integrated deeply into cross-platform tools like Unity (with sprite atlas features from version 2017 onward) and Godot (native AtlasTexture support since version 3.0 in 2018), enabling efficient optimization across desktops, mobiles, and consoles. Their adoption responded to GPU constraints, such as DirectX 11's limits of 128 shader resource views per stage (introduced 2009), which still favored atlasing to minimize bind operations and bandwidth usage in complex shaders.

Core Concepts

Texture Mapping Fundamentals

Texture mapping is a fundamental technique in computer graphics that involves projecting a two-dimensional image, referred to as a texture, onto the surface of a three-dimensional model to enhance visual realism and detail. This process relies on parametric coordinates known as UV coordinates, where U and V represent horizontal and vertical positions within the texture image, respectively, normalized to the range [0, 1] to ensure seamless wrapping and interpolation across the model's surface. During rendering, the graphics processing unit (GPU) interpolates these coordinates across polygons, sampling the texture to determine pixel colors and other attributes. UV unwrapping is the process of flattening a 3D model's surface into a two-dimensional parameter space for texture application, transforming the complex geometry into UV "islands" that represent contiguous regions of the surface. This technique requires careful placement of seams—cuts along the model's edges where UV coordinates are discontinuous—to avoid visible artifacts, while minimizing distortion that could stretch or compress textures unevenly. Algorithms for UV unwrapping balance seam placement and distortion metrics, often generating multiple islands to preserve shape fidelity, particularly for organic or detailed meshes. GPU hardware supports multiple texture image units, with a minimum of 48 combined units per OpenGL 4.6 specification and typically 32 per shader stage or more (up to 192 combined) in modern architectures as of 2025, which allow shaders to sample from several textures simultaneously without immediate rebinding. Each texture unit can hold a bound texture object, enabling efficient access during fragment processing; however, switching bindings between units incurs CPU and driver overhead, as it may involve state changes and cache flushes. To mitigate this, developers often pre-bind a fixed set of textures to units at the start of a draw call. Common texture map types serve distinct purposes in surface shading: diffuse maps provide base color and albedo information, normal maps encode surface normals to simulate fine geometric details like bumps without additional geometry, and specular maps define reflectivity and highlight intensity for realistic material responses to light. Mipmapping addresses level-of-detail (LOD) requirements by precomputing a pyramid of progressively lower-resolution texture versions, allowing the GPU to select appropriate levels based on screen-space size to reduce aliasing and moiré patterns during magnification or minification. Texture atlases consolidate multiple such maps into a single image file, facilitating fewer bindings in rendering pipelines.

Atlas Structure and Composition

A texture atlas organizes multiple sub-images into a single larger image using axis-aligned bounding boxes for packing, ensuring efficient use of space while maintaining distinct boundaries for each sub-image. To mitigate artifacts from texture filtering, such as bilinear interpolation that can sample adjacent pixels, a padding margin of 1 to 4 pixels is typically added between sub-images, often by duplicating edge pixels or leaving empty space. This layout principle supports seamless access during rendering without introducing visible bleeding at sub-image edges. Atlas dimensions are constrained by hardware capabilities and optimized for GPU performance, with a strong preference for power-of-two sizes like 1024×1024 or 2048×2048 to enable efficient mipmapping, where lower-resolution levels are generated by halving dimensions repeatedly. Modern GPUs typically support 2D texture sizes up to 16384×16384 texels or larger (implementation-dependent, with a minimum of 1024 per OpenGL 4.6), though applications must query the exact limit at runtime via parameters like GL_MAX_TEXTURE_SIZE to ensure compatibility. Composition strategies vary based on project needs: a single atlas may consolidate all assets for broad reuse across scenes, while multiple atlases—such as one dedicated to diffuse maps or another for normal maps per material type—allow better management of diverse sub-image sizes and aspect ratios, preventing excessive fragmentation in oversized atlases. This approach accommodates irregular shapes by aligning them within the rectangular grid without distortion, prioritizing density to reduce overall memory footprint. For runtime access, each sub-image is defined by its normalized minimum and maximum UV coordinates (ranging from 0 to 1), which map specific regions of the atlas to corresponding surface points via UV mapping. Supporting metadata, often stored in JSON files, records pixel-level positions, widths, and heights of sub-images, enabling dynamic computation of UV bounds during loading or rendering.

Construction Techniques

Manual Packing Methods

Manual packing methods for texture atlases involve using image editing software to manually arrange individual textures into a single image file, providing artists and developers with precise control over placement without relying on computational algorithms. This approach is particularly suited for projects requiring custom layouts or where textures have specific alignment needs that automated tools might not handle optimally. The typical workflow begins by importing individual texture files into an editor such as Adobe Photoshop or GIMP. In Photoshop, users start by opening a new canvas of the desired atlas size (e.g., 1024x1024 pixels) and a grid template for alignment, then drag each texture layer onto the canvas, resize and position it using the Transform tool (Ctrl+T), and snap elements to grid cells for precision. Similarly, in GIMP, textures are opened as layers via File > Open as Layers after creating a new document, followed by repositioning and scaling with the Move and Scale tools. Once arranged, manual padding is added around each texture by extending borders or using selection tools to insert space, helping prevent bleeding artifacts during rendering. The final atlas is exported as a single image in a suitable format like PNG or TGA, preserving transparency where needed. Best practices emphasize maintaining even spacing between textures to mitigate filtering-induced artifacts, such as color bleeding at edges, especially when mipmapping is enabled. Organizing textures on separate layers facilitates non-destructive adjustments, allowing easy repositioning or replacement without affecting the overall composition. Accompanying UV coordinate data, essential for mapping the atlas back to 3D models or sprites, can be generated manually by noting positions, such as using formulas for grid layouts. These methods find common use in prototyping or handling low-volume assets, where the overhead of setting up automated tools is unnecessary, and in indie game development for cost-effective optimization on small teams. For instance, solo developers can quickly assemble atlases for UI elements or simple environments using familiar editing software, reducing draw calls without additional expenses. However, manual packing is time-intensive for large texture sets, often requiring hours of iterative alignment, and is prone to human error in positioning, which can lead to inefficient space usage or rendering issues if padding is overlooked. For scalability with extensive assets, automated alternatives are generally preferred.

Automated Packing Algorithms

Automated packing algorithms for texture atlases draw an analogy to the classical bin packing problem in computer science, where the atlas serves as a fixed-size bin and individual sub-images (or texture charts) act as rectangular items to be placed without overlaps while minimizing wasted space. This formulation is particularly relevant in graphics applications, as optimal packing is NP-hard, necessitating heuristic approaches to achieve efficient arrangements suitable for real-time rendering constraints. One widely adopted method is the skyline algorithm, which maintains a horizontal "skyline" representing the upper boundary of occupied space across the atlas width and places new rectangles by scanning this boundary from left to right to find the lowest feasible position, starting from the bottom and building upward. This bottom-up placement strategy excels with irregularly sized rectangles, as it avoids excessive fragmentation by adapting to the evolving free space profile, and achieves O(n log n) time complexity primarily due to initial sorting of input rectangles and linear scans per insertion. Variants like skyline bottom-left further refine placement by prioritizing the leftmost lowest point, enhancing density for diverse input sets common in texture atlasing. Another prominent approach is the maximal rectangles method, which iteratively identifies the largest empty axis-aligned rectangles within the remaining free space of the atlas and attempts to fit pending sub-images into them, splitting the space upon successful placement to maintain a list of candidate regions. This technique promotes high packing efficiency by greedily exploiting large voids before they fragment, and it is employed in production tools such as libGDX's TexturePacker for generating dense atlases in game development workflows. Heuristics within maximal rectangles, such as selecting the "best short side fit" among candidates, balance density and speed, though worst-case complexity can reach O(n^2) due to repeated empty rectangle enumerations. Additional variants include power-of-two subdivision, a recursive strategy that halves the atlas into quadrants aligned with power-of-two dimensions—common for GPU-optimized textures—and assigns sub-images to the smallest fitting subdivided region, ensuring compatibility with mipmapping and hardware constraints without irregular fragmentation. Complementary heuristics, such as sorting input sub-images in descending order by area before placement, are often integrated across methods to prioritize larger items and reduce overall waste, as larger rectangles are harder to fit later in the process. Performance of these algorithms is evaluated using metrics like packing density, defined as the ratio of total utilized area by sub-images to the atlas area, which quantifies space efficiency (e.g., densities above 80-90% indicate strong utilization in practical scenarios); runtime, measuring computational overhead for preprocessing large asset sets; and padding requirements, the minimum border added around sub-images to prevent texture bleeding during filtering, which trades off against density but ensures rendering quality. These metrics highlight trade-offs, such as skyline's faster execution for dynamic packing versus maximal rectangles' superior density for static atlases.

Implementation Practices

Integration in Rendering Pipelines

In graphics rendering pipelines, texture atlases are integrated by loading the combined image as a single texture object, which simplifies binding operations across APIs. For instance, in OpenGL, the atlas is bound to a texture target using glBindTexture, establishing it as the active texture for subsequent rendering commands without needing multiple binds for individual sub-textures. This approach minimizes API overhead by treating the atlas as one cohesive resource during the draw process. To access specific sub-regions within the atlas, shaders employ uniforms that define offsets and scaling factors for UV coordinates, enabling precise sampling of the desired portion without altering the base texture data. These uniforms are passed to the fragment shader, where they adjust the texture lookup to isolate and map the sub-image correctly, supporting efficient per-object customization in a single draw call. A key benefit of this integration is batching, where multiple objects sharing the same atlas can be grouped into one draw call, eliminating frequent texture state changes that would otherwise fragment the pipeline. This is particularly vital in forward rendering architectures, as it reduces CPU-GPU synchronization points and leverages the GPU's parallelism for higher throughput. In game engines, Unity implements this through its Sprite Atlas system, which automatically packs sprites into atlases and enables dynamic batching primarily for 2D and UI elements in scenes by sharing the single texture across compatible renderers; the atlas texture can also be manually applied to 3D materials to support batching. Similarly, Unreal Engine uses texture atlases generated by tools like the Merge Actors feature, which combines multiple static meshes and bakes materials into a single atlas texture that integrates with the engine's texture streaming system for level-of-detail management via mip levels based on screen distance and memory budgets. When dealing with multiple atlases, pipelines handle limits on simultaneous texture units—typically 16 to 32 on modern GPUs—by switching bindings mid-frame via glActiveTexture and glBindTexture for different batches, preventing overflow while maintaining performance. This UV handling for sub-image selection ensures compatibility across batches without recomputing coordinates per draw.

UV Coordinate Handling

In texture atlases, UV coordinates for individual sub-images are adapted by computing offsets and scales relative to the atlas dimensions to map per-vertex UVs from the [0,1] range to the specific sub-region. For a sub-image positioned at (x, y) with width w and height h within an atlas of size (W, H), the minimum UV coordinates are calculated as UV_min = (x/W, y/H), and the maximum as UV_max = ((x + w)/W, (y + h)/H). These values define the bounding rectangle in UV space, and the final per-vertex UV is obtained by scaling the original model UV (in [0,1]) by the sub-image dimensions relative to the atlas—specifically, multiplying by (w/W, h/H)—and then adding the offset (x/W, y/H). This transformation ensures that the sub-image is sampled correctly without accessing adjacent regions in the atlas. To maintain proper sampling, UV coordinates must be normalized to the [0,1] range across the entire atlas, preventing out-of-bounds access that could lead to artifacts. Texture wrapping modes, such as GL_CLAMP_TO_EDGE or GL_REPEAT, are applied to handle coordinates at or beyond these bounds; clamping restricts values to the edge texels to avoid seams from bleeding, while repeat tiles the sub-image by using the fractional part, though care is needed at boundaries to minimize discontinuities. These modes are set per-texture and ensure seamless integration when sub-images are packed tightly, with clamping preferred for non-tiling atlas entries to eliminate edge artifacts. At runtime, sub-UV data—including offsets and scales—is typically stored in model metadata, such as vertex attributes or uniform buffers associated with the mesh or material. In shader code, this data is used to adjust UVs dynamically: the base UV is multiplied by the scale vector and offset vector is added, often in the vertex or fragment shader, allowing a single atlas texture to serve multiple objects without per-object texture switches. This approach minimizes state changes in the rendering pipeline while enabling efficient batching. For advanced scenarios, dynamic atlasing involves updating UV offsets and scales per frame based on runtime packing decisions, such as reallocating sub-image positions for streaming content, requiring shader uniforms to propagate changes efficiently. When handling normal maps in atlases, UV coordinates follow the same scaling and offsetting as diffuse textures, but tangent space transformations must be consistently applied per sub-image to preserve bump mapping integrity across the shared atlas space.

Advantages and Drawbacks

Performance Enhancements

Texture atlases significantly reduce the number of draw calls in rendering pipelines by allowing multiple objects to share a single material and texture resource, enabling automatic batching in engines like Unity. This batching combines draw operations for static objects with identical materials, minimizing CPU overhead from state changes and API calls to the GPU. For instance, a scene with over 100 individual textured objects can be reduced to fewer than 10 draw calls through effective atlasing and material sharing, leading to smoother frame rates and more efficient rendering on resource-constrained hardware. By consolidating multiple textures into one atlas file, texture atlases decrease memory usage and bandwidth demands, as the GPU loads and manages a single resource rather than numerous separate ones. This promotes better cache locality, where adjacent texels from different original textures are stored contiguously, reducing cache misses during sampling. Additionally, applying block compression formats like BC7 to the unified atlas achieves higher efficiency than compressing disparate files individually, with potential memory reductions of up to 75% for RGBA data while preserving visual quality. The use of texture atlases enhances GPU throughput by eliminating frequent texture bindings and state switches, allowing the graphics pipeline to focus on core computations like vertex processing and fragment shading. Fewer texture fetches per draw call streamline data access patterns, which is particularly beneficial on mobile GPUs with limited bandwidth. In Unity-based benchmarks, this has resulted in significant improvements in frame rates for batched scenes compared to non-atlased equivalents, enabling consistent performance in dynamic environments. Texture atlases improve scalability in complex scenes by circumventing hardware limits on simultaneous texture units, typically 16-32 on modern GPUs, thus supporting more intricate material setups without fragmentation. When integrated with GPU instancing techniques, atlases allow rendering thousands of instances with shared textures in a single call, amplifying gains in large-scale applications like vegetation or urban environments. This combination ensures robust performance as scene complexity increases, without proportional rises in resource consumption.

Technical Challenges

One major technical challenge in texture atlases arises from bleeding artifacts, where color seepage occurs from adjacent sub-images during mipmap filtering, leading to visible distortions at edges. This issue stems from the bilinear or trilinear interpolation used in mipmaps, which samples neighboring pixels across sub-image boundaries. To mitigate this, practitioners add padding of 1-8 pixels around each sub-image, often filled with border colors matching the edge pixels to ensure seamless filtering without altering the core content. Alternatively, buffer regions between charts serve a similar purpose, as demonstrated in implementations like Ptex, where they prevent artifacts while maintaining hardware compatibility. Irregular packing in texture atlases often results in substantial unused space, with initial configurations exhibiting low efficiency due to fragmented voids between sub-images. For instance, automatic packing algorithms can leave large empty areas, reducing overall utilization and increasing memory footprint. While post-processing techniques like void elimination through targeted cuts can improve efficiency by an average of 68%, such methods are constrained by power-of-two (POT) texture dimensions required for optimal hardware support and mipmap generation on many GPUs. These POT constraints force atlas sizes to align with values like 1024x1024 or 4096x4096, exacerbating wastage for non-square or irregular sub-images. Hardware limitations further complicate atlas usage, as older GPUs impose strict maximum texture sizes, such as 8192x8192 pixels, beyond which rendering fails or performance degrades sharply. When content exceeds these bounds, developers must split the atlas into multiple smaller ones, introducing additional state changes and potential overhead in the rendering pipeline. Modern engines address this through dynamic resizing or multi-atlas management, querying GPU capabilities via APIs like OpenGL's GL_MAX_TEXTURE_SIZE to adapt atlas dimensions at runtime. Maintenance of texture atlases presents significant overhead, as updating a single sub-image typically requires full repacking to reallocate space and regenerate mipmaps, which can be computationally expensive during development iterations. To manage this, metadata files accompanying the atlas—such as JSON descriptors for UV coordinates and sub-image bounds—facilitate version control and incremental updates without always triggering complete rebuilds. These files enable tracking changes across team workflows, though they add complexity to asset pipelines in large projects. Recent advancements, such as GPU-based real-time atlasing methods like FastAtlas (as of 2025), allow for interactive per-frame repacking, mitigating maintenance challenges in dynamic applications.

Applications and Tools

Use Cases in Graphics

Texture atlases play a pivotal role in game development, particularly for 2D sprite animation where multiple images are combined into a single file to streamline rendering processes. In Minecraft, non-entity textures such as block textures are automatically assembled into an atlas by the engine, enabling efficient batching and reducing the overhead of multiple texture switches during gameplay for faster rendering performance. This approach allows developers to handle vast numbers of similar assets, like terrain blocks, without incurring significant draw call penalties. For 3D applications, AAA titles like The Last of Us utilize shared material atlases for props, such as vehicles, to consolidate textures and optimize memory usage in complex scenes. In mobile and virtual reality (VR) environments, texture atlases are essential for addressing constraints like limited bandwidth and processing power. Mobile games leverage atlases to combine textures into fewer files, thereby reducing overall APK size and improving download and installation efficiency on resource-constrained devices. In VR applications, atlases minimize latency during asset loading by decreasing the number of texture binds and draw calls, which is critical for maintaining smooth frame rates and immersion in head-mounted displays. For web and user interface (UI) design, CSS sprite sheets function as 2D texture atlases to bundle icons and graphics, significantly cutting down on HTTP requests and enhancing page load times. Twitter (now X) employs sprite sheets for its emoji sets, allowing all icons to load via a single request rather than individual fetches, which boosts responsiveness in dynamic web interfaces. In visual effects (VFX) and simulation workflows, texture atlases support procedural generation by packing dynamically created textures into unified maps for efficient rendering in film pipelines. Tools like Houdini enable the procedural baking and atlasing of textures, facilitating seamless integration into production environments where high-volume asset handling is required for cinematic sequences.

Generation Software and Libraries

TexturePacker, developed by CodeAndWeb, is a standalone application designed for creating sprite sheets and texture atlases suitable for both 2D and 3D graphics applications. It employs the MaxRects packing algorithm, which efficiently arranges rectangular images by minimizing wasted space through heuristic-based bin packing. Key features include configurable border and shape padding to prevent bleeding between adjacent textures, enforcement of power-of-two (POT) texture sizes for hardware optimization, and export of metadata in JSON format detailing sprite positions, sizes, and trimming information. The tool is available in a free version for basic non-commercial use, with commercial licenses starting at $49.99 as of November 2025 for perpetual access and one year of updates, supporting Windows, macOS, and Linux platforms. Aseprite serves as another standalone tool particularly geared toward pixel art and sprite-based texture atlases, with strong support for animation workflows. Users can export frames as sprite sheets via the File > Export Sprite Sheet option, selecting specific layers or tag-based frame ranges to compile into a single atlas image. It includes padding options to add gaps between sprites during export, preventing interpolation artifacts, and generates basic metadata for frame positions, though advanced JSON output requires scripting extensions. Aseprite is a paid tool with a one-time license fee of $19.99, but it offers a free trial and source code availability for non-commercial modifications under certain conditions. In integrated software environments, Blender's UV/Image Editor facilitates texture atlas creation through its baking capabilities, allowing multiple material textures from high-poly models to be combined into a single low-poly atlas image. The Render Baking panel supports baking types such as diffuse, normal, and emission maps to a target image texture, with UV maps ensuring proper placement; multi-object baking uses "Selected to Active" mode to project details across meshes. Features like margin padding around UV islands (in pixels) help avoid seams, and POT sizing can be enforced manually via image properties. Blender is fully open-source and free, distributed under the GNU GPL license. For manual adjustments in image editing workflows, Photoshop users can employ plugins like AtlasMaker, a script that automates the arrangement of multiple images from a directory into a single atlas canvas. It supports user-defined grid layouts and spacing for tweaks, exporting the result as a PSD or PNG file with optional metadata layers for positions. This open-source tool, available on GitHub under the MIT license, integrates directly into Photoshop's scripting environment without additional cost beyond the host software. Among code libraries, libGDX's TexturePacker provides a Java-based solution for automated atlas generation, utilizing the maximal rectangles bin-packing algorithm to optimize space usage for 2D assets. It supports configurable padding (default 2 pixels horizontally and vertically), POT texture enforcement by default, and outputs atlas images alongside JSON or XML metadata files containing region coordinates and rotation data. As part of the open-source libGDX framework under the Apache 2.0 license, it is freely available and commonly integrated into Android and desktop game development pipelines. For C# environments like Unity, RectpackSharp offers a rectangle packing library optimized for texture atlases, implementing variants of the skyline and MaxRects algorithms to fit rectangles into bins with minimal waste. It allows specification of padding margins and maximum bin sizes (including POT constraints), with results exportable to custom metadata formats like JSON for UV coordinate mapping. Distributed as an open-source .NET Standard library under the MIT license via NuGet, it enables both build-time and limited runtime packing without licensing fees. In legacy DirectX applications, the D3DX utility library (now deprecated but still usable in DirectX 9) supports runtime texture atlasing through functions like D3DXCreateTexture and D3DXLoadSurfaceFromSurface, allowing dynamic copying and arrangement of sub-textures into a larger atlas surface. Padding can be handled manually via offset calculations, and POT formats are enforced through creation parameters; metadata is typically generated programmatically rather than via built-in JSON export. This approach was common in older real-time graphics pipelines, with D3DX available as part of the legacy DirectX SDK under Microsoft's EULA, though modern projects are advised to migrate to DirectX 11/12 equivalents.
Tool/LibraryPadding OptionsPOT EnforcementMetadata OutputLicensing
TexturePacker (CodeAndWeb)Border/shape (configurable pixels)Yes, via settingsJSON/XMLCommercial ($49.99 as of November 2025), free basic version
AsepriteExport gaps between spritesManual via canvas sizeBasic frame data (extendable to JSON)One-time $19.99, free trial
Blender UV/Image EditorUV island margins (pixels)ManualNone native (scriptable)Open-source (GPL), free
AtlasMaker (Photoshop)Grid spacingManualLayer-based positionsOpen-source (MIT), free
libGDX TexturePackerHorizontal/vertical (default 2px)Default enabledJSON/XMLOpen-source (Apache 2.0), free
RectpackSharp (C#)Margin specificationVia bin size paramsCustom (e.g., JSON)Open-source (MIT), free
D3DX (DirectX)Manual offsetsVia creation paramsProgrammaticLegacy Microsoft EULA, free
This comparison highlights common features across tools, where open-source options like libGDX and RectpackSharp provide flexibility for programmatic use, while commercial tools like TexturePacker offer polished GUIs for rapid iteration.

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