Ah, OK.  Now I see.  This makes sense.  So only if you subclass Quad and
then set that texture manually will Quad Batches actually have a valid
texture to use.  As it is now, the Texture passed through to addQuad() will
be ignored, but if you use addImage(), QuadBatching will have a texture to
use only because of the Native Texture assigned via the image, NOT via the
texture that addImage() passes through to addQuad().

Luke



On Thu, May 1, 2014 at 7:01 PM, Raymond <notifications@github.com> wrote:

> In loom/engine/loom2d/l2dQuadBatch.h:
>
> > @@ -177,6 +177,7 @@ class QuadBatch : public DisplayObject
> >
> >          Matrix *modelViewMatrix = (Matrix *)lualoom_getnativepointer(L, 3);
> >
> > +        //QUESTION: Why do we take the Quad's nativeTextureID here when Quads() in LoomScript only ever use an empty square texture and are not public for changing?
>
> nativeTextureID is exposed as a protected property on the script side,
> which subclasses of Quad ( like Image ) use to set Textures, so this can
> change.
>
> —
> Reply to this email directly or view it on GitHub<https://github.com/LoomSDK/LoomSDK/pull/138/files#r12195518>
> .
>