In OpenGL (and Vulkan/Metal), binding a texture is an expensive operation. Switching textures between every sprite draw call kills framerate. TexturePacker flattens hundreds of sprites into a single "sheet," allowing the GPU to bind one texture and draw hundreds of sprites sequentially without switching state.
: Set up your assets to pack automatically. Skin Composer : Use packed textures to create beautiful UIs. libgdx texturepacker
Here's how to generate content (atlas and image files) using libGDX TexturePacker: In OpenGL (and Vulkan/Metal), binding a texture is
Instead of loading 100 Texture objects, you load one TextureAtlas and let the AtlasRegion handle the rest. How to Use TexturePacker : Set up your assets to pack automatically
Integrating TexturePacker with LibGDX is seamless. Once you've generated your texture atlas, you can easily load it into your LibGDX project using the TextureAtlas class.