I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn ...
From what I understand, SpriteBatch's purpose is to batch as many draw operations to send to the GPU. Each batch can handle one texture at a time, and changing SpriteBatch context/texture is ...
I have a combo of texture atlases and sprite batches in an OpenGLES 2.0 2D game I'm developing which is working well, but I have a problem with depth sorting. I'm using atlases to reduce the number ...