I'm making a fighting game, so I have giant character sprites (300px X 350px) with lots of frames of animation (~150 per character), so the maximum 2048 x 2048 texture size won't fit all frames of animation for a character. So, I'll need multiple TextureAtlases, right?
Do I need to worry about the costly GPU texture swapping, then, if I'm switching TextureAtlases on a MovieClip?
To change animation frames, would it be sensible to create a manager to select the frame and the atlas?
Or can I combine TextureAtlases so that one atlas stores multiple 2048 x 2048 sprite sheets?
How would you approach this?