I've got a texture sheet that contains various game HUD elements UV packed together in one texture.
Currently, I find myself having to create a clone() of the texture for each individual part of the GUI, then create a material using this texture in order to use different UV's for each component of the HUD elements.
Is there a more efficient way to handle this process? It feels quite sluggish and cumbersome.
In the past, on Android/iOS/Blackberry, I worked with a GLES VertexBuffer. I would add vertices and rebuild on the fly, as the HUD/GUI elements were subject to change or removal at any time.
Here's an image of what I'm trying to accomplish. The menu option boxes are comprised of 4 corners, 4 sides, and a center. This design allows me to adjust the display to different resolutions without sacrificing texture quality.