Texture Regions, Sprites, and Batches: Hiding OpenGL ES
Your code so far, for the cannon example, is made up of a lot of boilerplate, some of which can be reduced. One such area is the definition of the
Vertices instances. It's tedious to have seven lines of code just to define a single textured rectangle. Another area you could improve is the manual calculation of texture coordinates for images in a texture atlas. Finally, there's a lot of highly-repetitive code involved when you want to render your 2D rectangles. There is also a better way of rendering many objects than having one draw call per object. You can solve all these issues by introducing a few new concepts:
- Texture regions: You worked with texture regions in the last example. A texture ...