Are there benefits to having power-of-2 sized texture atlases? In Canvas or webgl? Both or neither? When does it help and when does it not matter? I'm speaking specifically of power-of-2 sized texture atlases (e.g. 512 x 512 or 512 x 1024) for sprites with lots and lots of frames.     What if the difference is something like 642 x 505 (not power of 2) vs 512 x 1024 (the same texture atlas converted to power of 2 by adding lots of blank space)? Is the performance benefit big enough to justify add