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changing sprite textures vs removing/adding back to stage


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I'm implementing something similar to spine, except the editor is in the web browser and is catered to pixel art.. 

For the runtime - I'm going to have each 'skeleton' be a container, now I'm wondering if it'd be more optimized to have a sprite per 'skeleton' layer, then change those textures based on the current frame, or would it be faster to have sprites keep the same texture, then resort the parent container's children?

I can write code to benchmark this myself, but it'd save some time if anyone has experience/insight about this. 


All textures per 'skeleton' will share the same baseTexture regardless of which method I go with, so hopefully one of the two methods I mentioned will utilize that optimization more than the other

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