C# Texture Atlas Generator Question
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Hello everyone, I hope this is the right place to ask. I am currently designing an user interface on top of a commercial 3d engine. I was wondering if anyone has some insights about the algorithms behind a texture atlas generation. By texture atlas, I mean a fairly big 2^n sized texture which will contain several variable-sized textures. The basic scenario is letting the end-user load custom textures and then store them in this atlas, preventing too many texture changes. However, despite having tried a practical approach, I am pretty sure this requires some extended knowledge about data structs which I don't think I am proficient with yet. Has anybody worked to obtain something similar for a MDX application, for instance? I've found some resources in the net but sadly I couldn't use them to avail. nVidia's code is not clear enough for me to understand the algorithm behind it. Any help, links or advices would be great and greatly appreciated. Thanks in advance for reading!