It can be done to generate a new sprite at runtime during the initialization of a level.
What I would like to do is this.
- Merge a large image on a wall that consists of many separate sprites, like graffiti so that if the wall breaks the parts stay with the bricks.
I can write the code to do this even though the scale rotation and position of the bricks will not correspond to the scale of the overlay sprite and Wall sprite. Will take a few days but have written a similar code. in the past.
What I would like to know is:
- How bad a memory consumption that would be?
My sprites by default are (1024 * 1024 * 4 (RGBA) = 4Mb)
So can I suppose, that if 50 bricks are affected I will consume 50 * 4 MB = 200 MB?