Trying to Figure out why Texture2dArray Size Map is twice size of individual textures by themselves?
Individual Textures
Texture2dArray
If I implement this in my program, will using the Texture2DArray use double the memory???
I am creating a program where user will be able to create user generated content, and i was planning on having them select a static mesh, and then having a scalar variable in the material to choose index, so that User could change the texture of the static mesh. This would halve the amount of textures I could use…
Is this just how the size map appears in editor, and will not be doubled in memory at runtime, and instead, be the same size in memory?
I was planning on using Custom Primitive Data to set the variable in the material to avoid Dynamic Material Instances. When making user geerated content, they would choose the texture, and when saved, the proper index would saved, and when their creation is loaded at runtime, I would then dynamically set the custom primitive data at runtime according to the proper index value of the texture they chose. I was also planning on utilizing Vertex Colors to assign textures to static meshes, so that modders creating content, could “embed” thesevalues in their static meshes to create complex static meshes (not user settable) with multiple textures by manually setting vertex colors on their models.