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April 14, 2016 14:53
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A large question
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I'm working on an isometric game wich will have multiple images as texture atlas. | |
My problem: Since I have 'buildings' on more than one spritebatch which could overlap, I get the problem that I have to draw SpriteBatch A | |
then Spritebatch B because the builduing is on image 2 and then SpriteBatchC and so on. I would have to switch the SpriteBatch for only one | |
Quad sometimes. | |
My question: would it be more efficient to have one imageData where I always just paste the different tiles I need into (every few ticks) | |
and use this imageData as Image for a SpriteBatch? This would reduce the draw calls to one most of the time and I would not have to switch | |
SpriteBatches for one Quad |
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