The overhead of maintaining two classes with only very slight
differences in the API and the internals being basically identical is
not worth it. Too much potential for inconsistencies and doc errors.
Additionally, when I attempted to use it for the reworked Text glyph
cache, I realized I'd need to wrap them both under a common interface,
allowing easy use for both 2D and 2D array textures. And then it's
easier to just have the Atlas class done that way directly instead of
papering over that in a downstream API.
Instead of piling up a mountain if the other end is a ditch. Results in
better packing in most cases, but in one doesn't, so also adding an
option to disable this.
The docs image is now slightly more leveled, one pixel lower.
It takes too long in debug mode, causing timeouts on the Windows CI due
to older MSVC having truly amazing virtually unmatched debug build
performance.
Just the dumbest possible idea I had, and it compares surprisingly well
in both efficiency (~comparable to stb_rect_pack) and speed
(significantly faster than stb_rect_pack with tons of tiny images,
slower with larger ones -- would probably need to SIMD Math::max() and
such, haha). It's the very first implementation without any additional
improvements I have in mind, so it'll likely improve further.
Includes a benchmark with a bunch of "datasets" extracted from both
fonts and large glTF models. The stb_rect_pack file isn't commited as
it's not useful apart from this single benchmark, put it to
AtlasTestFiles/ and recompile.