@AnhBao I swear I saw a thread on these forums way back saying that an individual sprite per sub-image would be more efficient. It wasn't until I was 75% done implementing it that I realized actually this doesn't seem more efficient for any particular reason, so this post was a sanity check. I guess the idea is that if you only use a single sprite, then you constantly have to change the position, scale, color, etc before drawing anything with that sprite.
However I found that even with many sprites, I'm still changing many of those properties before drwaing.
@eXpl0it3r True but my old code had a dictionary of all the TextureRects within my atlas, so I was just looking it up instead of creating a new one each time.
Once nice improvement would be if the sprite position property was writeable. Currently I have to do this A LOT:
sprite.Position = new Vertex2f(posX, posY);
but it would be much nicer if I could just do this:
sprite.Position.X = posX;
sprite.Position.Y = posY;
Also, I see that Vertex Arrays are mentioned A LOT when performance is discussed... would it be possible for SFML to use Vertex Arrays under the hood, even if the dumb user (me) is not explicitly using them in code?