In modern opengl, in order to draw quads fast you create a vertexbuffer and you tell the gpu how your data is organised in those bites. The code looks something like this :
void setupMesh()
{
glGenVertexArrays(1, &this->VAO);
glGenBuffers(1, &this->VBO);
glGenBuffers(1, &this->EBO);
glBindVertexArray(this->VAO);
glBindBuffer(GL_ARRAY_BUFFER, this->VBO);
glBufferData(GL_ARRAY_BUFFER, this->vertices.size() * sizeof(Vertex),
&this->vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, this->EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, this->indices.size() * sizeof(GLuint),
&this->indices[0], GL_STATIC_DRAW);
// Vertex Positions
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(GLvoid*)0);
// Vertex Normals
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(GLvoid*)offsetof(Vertex, Normal));
// Vertex Texture Coords
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
(GLvoid*)offsetof(Vertex, TexCoords));
glBindVertexArray(0);
}
You also use texture units to tell the gpu where are your textures.
glBindTexture(GL_TEXTURE_2D, this->textures.id);
In sfml you can use sf::VertexArray to draw multiple sprites at once. But how do you tell sfml do draw those quads with diferent textures?