Your question is not clear. You cannot pass an atlas to an actor (you pass a region, a sprite or a drawable to a Scn2DImage, which can be created from an atlas) and you cannot create "animation textures" (you could do it from a pixmap, but I'm not sure that is what you want to do).
Here are a few informations about textures and atlas:
All regions, sprites or drawables created from a texture do not use extra memory (except to store their class properties) so you can create as many regions, sprites or drawables as you want. Only the number of textures really matters as it has two consequences:
- each texture takes a significant part of native memory (width * height * 4 bytes);
- displaying too many textures implies to switch them repeatedly in the texture unit of the GPU, which hinders performance.
For the latter reason, a texture atlas is interesting because you group on the same texture many different images. The usual way to use an atlas is to load assets in the background (as I do in the demo) when the game is launched (most splash screens in games are just there to make you wait while the resources are loading) and call FindRegion when you need a region of this atlas or Create9Path, CreateSprite, CreateRegionDrawable for the other types.
Calling these functions may be expensive as they browse the list of images stored in the atlas and create a new class to use the found region. It is more efficient to call them once and store the created region (or sprite or drawable...) in a global variable.