====== Extending Sparrow ====== Sometimes, you want to squeeze out the last bit of performance. You want to make the calls to OpenGL yourself. In Sparrow, that's easy to do. Just override the "render:" method that is implemented by any display object. - (void)render:(SPRenderSupport *)support { [support bindTexture:mTexture]; glEnable(GL_POINT_SPRITE_OES); // ... glDisable(GL_POINT_SPRITE_OES); } In that sample, the developer wants to use OpenGL point sprites. By overriding the "render:" method, Sparrow will use this custom code to draw the object. * When the render method is executed, OpenGL's transformation matrices are already pointing to the local coordinate system. * The "support" object contains some methods that help during rendering, e.g. a "bindTexture:" method that only forwards the call to OpenGL if another texture is bound. If you want to take this path, I recommend you have a look at Sparrow's default rendering code, and find some orientation there.