allandt bik-elliott (thefieldcomic.com) skriver:
i was always under the impression that the best way of doing that (for games
sprite animations for instance) is bitmap 'blitting' where you use a
tilesheet and then use bitmap draw to pull the current frame you want to
show into your actual sprite

I think that's not the fastest way. It's still copying the pixels. I am fairly sure that not copying the pixels is infinitely faster.

My money is on the one Bitmap/multiple BitmapData solution. It should be using the least amount of memory and have no data copying at all.

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