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.
If you want to take this path, I recommend you have a look at Sparrow's default rendering code, and find some orientation there.