sorry, definitely wrong.zxtunes.com wrote:Greater economy memory, rare switching of textures = so faster put, etc.
in your example each part has a real lot of frame.
this has to be kept in the VidMem, too.
if you cut this into 65 single sprites, you can leave all the frames out,
wich means you will need much less VidMem.
thus I also recommend not to use this as a tileset and not use clipsprite,
but use 65 single sprites for these tiles. (if not using Sprite3D)
and about the speed...
I think it's rather unimportant if the VidCard switches to other u/v coordinates on the same texture or to another texture right next to it....
additionally, concerning your request:
I would prefer to order the u/v coords for each of the four vertices of a Quad (= Sprite3D)
rather then to be bound to some horizontal/vertical clipping,
what is no big advantage compared to how it is now.