I've created a custom VertexArray object. Essentially what is going on is that my atlas program has stripped the transparent areas of this image off, saving a bit of space in the atlas and subsequently a bit of space in memory. However, it causes it to be necessary to display everything at an offset. The offset is easy - just change the origin...however...It also changes the size of each image somewhat.
My question, is that right now it appears that the transform's globalBounds are intimately tied to the size of the image on the screen. I want to increase it to include the transparent areas that the atlas program cut off. Is this possible?
The reason for this is simple - imagine an animated player. If the bounds keep changing, he's going to be bouncing all over the place.
EDIT: I had a thought. Perhaps have four blank vertices at the original corners of the image, followed by four vertices defining the trimmed image. That should be possible, I'd imagine. So another question, would having an extra four blank vertices on every sprite impact performance at all, versus just leaving the transparent areas in the images and not bothering with all this trimming nonsense?