I’m trying to store several 2D sprites inside a single texture, since I figured out that it would be much faster than having to bind a different texture every time a different sprite needs to be painted.
The sizes of the big texture are powers of two. The question is about the sizes of the smaller “subtextures”. Technically they can be of any size, but will making their sizes to be powers of two as well will result in better performance?
No. You’re just drawing textured quads. And there is nothing special about using texture coordinates that just so happen to map to texels that are on powers of two.