AshMcConnell wrote:After the textures are atlased how difficult is it to modify the texture co-ords of the mesh to match up?
This depends on your meshes - if you have the meshes unwrapped (that is if the texturing coordinates never go out of 0-1.0f range), it is a simple thing to do. If not, this is not entirely trivial - you have to create new triangles to avoid the texture wrapping. This is the thing - I am not sure if it is a good idea to do this online, but it probably depends on the application.
I'd be interested to know if the unwrapping could be avoided by a vertex/pixel shader, without runtime penalization, with some careful thought (for example extra set of UV coordinates in vertex definition that would be used to describe the texture's atlas placement?) - maybe someone else will know better than me...
Writing a texture atlas seems to be popular these days I see
Edit: By unwrapping I of course mean to get rid of tiling. Sorry by the wrong choice of wording.