Thank you again. So after thinking about this from a noob point of view, and someone with little to no low level skills. How would I go about suggesting this routine to be added into Starling?
drawSource(texture, sourcex, sourcey, sourcewidth, sourceheight, sourcepivotx, sourcepivoty, destx, desty, scalex, scaley, rotation, red, green, blue, alpha, blendmode);
Technically I understand enough that there would need to be some kind of "interruption" happening to let Starling know it needs to perhaps flush the existing batch before adding these on the fly quads. But what about something like:
drawSource_Start(); // tell starling to render it's existing graphics, batches, etc.. initialize the drawSource batch.
drawSource(); // etc, etc,
drawSource_End(); // Tell Starling this draw source segment is done so starling then continues with it's current render pipeline, etc, etc.
This way we can use starling's display list for gui, etc, but still be able to cleanly utilize other implementations for 2d objects not tied to the display list. For any 3rd party library who's object has a .Render() method this would be very easy to tie into for example. Other (non Air) 2d engines have a very similar approach to this so I think this could give Starling a good best of both worlds, so to speak. If no one is interested in tackling this for free, please let me know how much something like this would cost to be added to Starling. Thank you.