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Hi Quentin,
Nice demo, but that works fine if you only have one texture on your bitmap. In your example you are creating a single texture 32 x 32. Imagine your sprite had 2 images with a total size of 32 x 64... the first 32 x 32 (coord 0,0) being green grass, then second 32 x 32 (coords 64,0) being brown dirt. Now the example you posted wouldn't work, because it would tile using both the green grass and the brown dirt. If you supplied texture coordinates into the polyvector, it wouldn't repeat the pattern, but rather it would scale the texture to fit the mesh dimensions (which is good and we certainly like this functionality as it allows us to scale sprites easily).
Just for some background info we are working on an iPhone framework and to keep speeds up we need to batch as much of the rendering as possible. Therefore we use a single sprite sheet with multiple images. Then we use polyvector to draw the images by supplying it the correct texture from the sprite sheet. Being able to change the UV scale and UV positions using poly sprites should save some FPS, and allow us to make some pretty smart effects.