I created an implementation of the concept I devised here. To my dismay, it is much too slow to be workable in the context I am using it for.
So, I find myself needing some help coming up with an alternative, if possible.
The reason I am not able to use vertex arrays, beyond my brain not liking them, is because I have several different textures in use, possibly more than several (20+). They are high-res textures, so making 1 big texture is really not an option. Some of the textures are also procedurally generated, and the individual sprites being drawn do not have uniform transformations.
So, frankly, I find myself somewhat stuck without the possibility of using a single large texture. I mean...the renderTexture size I need, at a minimum, is 1024x1024. If a graphics card only supports 512x512 (I realize that would be a crazy old card...going for large compatibility), that means nothing is drawn, and I need to find a way around that.
Any assistance is greatly appreciated.