[QUOTE=GClements;1280276]Using matrix functions means using a separate draw call for each sprite, which is much worse than simply uploading updated data each frame.
If the amount of data is such that memory bandwidth becomes and issue (for 20 sprites, it isn’t; probably not even for 20,000 sprites), then you should consider using a vertex shader and instancing to “compress” the data.
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ah you right! using matrix stack functions will break up into separate draw calls, that make sense
Thanks for the info!
I got the idea here, I will consider this too!
Thanks for the suggestion!
I see, since I don’t use thousands of textures, I think it will be fine to leave the textures separately
But it also good idea to pack small pieces textures into one (especially at “same layer category”)
Thanks for the information!
Your answers is really helpful!