How can I optimize textures in C++ graphics programming?
To optimize textures in C++, consider using mipmaps, texture atlases, and compressed texture formats.
What are mipmaps and how do they help with performance?
Mipmaps are pre-calculated, optimized sequences of textures that improve rendering speed and reduce aliasing.
Can you explain texture atlases and their benefits?
Texture atlases combine multiple textures into a single image, reducing the number of draw calls and improving performance.
What compressed texture formats should I use?
Common compressed formats include DXT1, DXT5, and ASTC, which help save memory and improve load times.
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