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Basic sprite class

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Im currently gathering info on how to create a 2d renderer in OGL

what has caught my attention is the way these guys are rendering their stuff

basically what everyone is doing is creating the required vertices for each quad every single render frame

something like this

glBegin(GL_QUADS); // Draw sprite
glTexCoord2f(0.0f,0.0f); glVertex3i(-tX, tY,zPos);
glTexCoord2f(0.0f,1.0f); glVertex3i(-tX,-tY,zPos);
glTexCoord2f(1.0f,1.0f); glVertex3i( tX,-tY,zPos);
glTexCoord2f(1.0f,0.0f); glVertex3i( tX, tY,zPos);

Is this a proper solution? Im concerned for performance issues specially if I port this code to embedded systems

would not be better to just have this data created at constructor time? then use transformations as needed (translation, rotation, scale)

Sorry if im not making any sense this is my first time getting into low level API's

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If using Buffer Objects, sure u should pre-calculate as much of the static 2D stuff. Try also to put as most geometry data in a single buffer and use Texture Atlases.

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