[edit: new version is available] My new (mobile) game has quite a lot of assets. Four different resolution sets, more than 23000 source images in each of them. After packing everything into atlases, the resulting data set is about 1106 Mpixels big. Since each pixel occupies 4 bytes (RGB + alpha channel), the raw data would roughly fit on a DVD disc. Of course, 3D hardware supports texture compress
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