SKTexture works quite nicely in the sense that it doesn't matter whether it's referring to a separate texture, or a sub-texture in a texture atlas. It works completely transparently and identically regardless of where the image data is actually located.Except for one thing: [SKTexture textureWithRect:inTexture:] just outright doesn't work properly if the parameter texture is referring to a sub-texture in a texture atlas. And what's worse, it cannot be made to work, no matter what.For one, if the source sub-texture is rotated, the copy texture created with that method will be unrotated. What's worse, there's neither any way of knowing if the texture is rotated, nor is it possible to create a new rotated texture. The newly created texture will always be unrotated (and thus eg. SKSpriteNodes created from this copy texture will be wrong, with their texture rotated 90 degrees). There is just no way to make it work.Secondly, if the sub-texture referred to by the parameter is trimmed (because of Xcode's texture atla
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