Optimizing LibGDX Rendering: The SpriteBatch and TextureAtlas Pattern
Stop killing your frame rate with excessive draw calls. Learn how to combine SpriteBatch and TextureAtlas in LibGDX to render thousands of sprites in a single GPU call.
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Stop killing your frame rate with excessive draw calls. Learn how to combine SpriteBatch and TextureAtlas in LibGDX to render thousands of sprites in a single GPU call.
Goal Determine whether calling AssetManager.unloadAsset() on a TextureAtlas that was loaded through the same AssetManager instance also triggers disposal of the underlying Texture resource, or whether the texture remains resident until explicitly unloaded. Constraints and uncertainty The AssetManager reference-counting mechanism disposes assets only when the