Allows a user to preview the various stitched assets in-editor by rendering the texture in ImGui. One way to approach this is the stitcher outputs a stitched atlas asset which carries data about what textures are stored at what offset. The engine/editor can leverage the build system to create/delete/stitch assets into atlases which are then stored in pseudo-asset-data. Maybe these stitched atlas assets (SAAs) store a map of texture asset path to offset and a vec2 of total texture size. An SAA can then be compiled to binary which would add the binary asset image to the compiled asset (which can then be read at runtime).
Allows a user to preview the various stitched assets in-editor by rendering the texture in ImGui. One way to approach this is the stitcher outputs a stitched atlas asset which carries data about what textures are stored at what offset. The engine/editor can leverage the build system to create/delete/stitch assets into atlases which are then stored in pseudo-asset-data. Maybe these stitched atlas assets (SAAs) store a map of texture asset path to offset and a vec2 of total texture size. An SAA can then be compiled to binary which would add the binary asset image to the compiled asset (which can then be read at runtime).