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Graphics / Re: Sprite batching in SFML?
« on: February 20, 2015, 11:52:45 pm »
Sorry, I thought it might be an easier way to get an answer
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Well, yes, switching textures when it's not necessary hurts performance, but it's not possible to batch draw calls to multiple textures anyway, so I'm not sure what the point of the question is. The general strategy is to make a spritesheet or tilemap, i.e. one texture that contains all the little textures you want, and then use that to make it possible to do everything in the same draw call. I don't know what LibGDX does, but if it appears to allow multiple textures in a batch then I assume it's actually performing multiple draw calls under the hood.Hopefully binary will show up soon to give a more detailed explanation.Yep, he beat me to it.