I want to basically give myself some sprite drawing functions (making use of openGL) such as;
draw(Texture,x,y)
I want to do this using OpenGL-ES 2.0 on Android. Since the textures can be varying sizes, I was thinking I would save the vertices along with the textures and pass them to the shaders every draw call using "glVertexAttribPointer". Is there a better(performance) way of doing this?
I would also make use of a model matrix to translate/rotate the sprites. Is this a normal thing to do for 2d rendering?