Kelvin Chan
Kelvin Chan

Reputation: 59

When should I decide to use Sprite over Texture and vice versa?

Say I have a main menu screen which has a Logo which is png. Would I draw it as a texture or convert it into a sprite then draw it? This logo would have no interactivity on it, it's just sitting there looking pretty.

Thanks!

Upvotes: 0

Views: 111

Answers (1)

Tenfour04
Tenfour04

Reputation: 93759

It's up to you which you prefer. Sprite is a convenience class that allows a Texture or TextureRegion store its position, rotation and scale, etc. If you don't use Sprite, that just means you plan to store that info elsewhere to use when you call draw().

Typically, you should try to put a groups of 2D images into a single TextureAtlas using TexturePacker, from which you can extract TextureRegions or Sprites (which are TextureRegions with features) to draw as a batch with SpriteBatch. If you only have a couple images on screen, such as on the initial loading screen, then you might want to go with just a Texture, but generally, you want to minimize the number of unique Textures on screen at once for performance reasons.

For instance, the low-res 2D game I'm working on has only three image files. One is the logo that appears before anything else is loaded, so I just draw it as a Texture, centered on screen. The other two are TextureAtlases, containing hundreds of sprites. One that is loaded with nearest filtering, and the other that is loaded with linear filtering.

Upvotes: 3

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