Wrap texture adressing within a sprite sheet or atlas  FEZ
shipped with volume textures (aka 3D textures) for all the
sprite animations in the game. Gomez, NPCs and other animated
pixel art were all done using those. This was a tech call that I
made way back in 2008 and kept with it because it makes more
sense than you might think :    • No need to do texture packing
and keeping track of where frames are in the sheet; a volume
texture is an ordered list of 3D textures, every frame is a
slice!   • The pixel shader just does a tex3D() call with the Z
component of the texture coordinates being the step of the
animation between 0 and 1.   • Cool side-effect : hardware
linear interpolation between animation frames! This wasn’t very
useful for me (except for one thing, water caustic overlays),
but it’s a nice bonus.   • Mip-mapping with 3D textures is
problematic because it downsizes in X, Y and Z, meaning that
each mip level halves the number of frames. However, I didn’t
need mip mapping at all (for sprites), I ne