A generic high level "blit" helper that behind the scenes does all the low level batching, optimizing, state changes, drawing to the screen, etc, etc.
Blit_Start(); // Initialize blitting system
// Call a bunch of blits... blits from back to front....could be dozens, could be 1000s.
Blit(texture, srcx, srcy, width, height, x, y, xscale, yscale, rotation, red, green, blue, alpha, blendmode, xskew, yskew, center); // center = false then blit from top left
// Blit(...)
// Blit(...)
// etc, etc, etc
Blit_End(); //
I honestly don't know why this hasn't been added to Starling over the years. So many coders come from the copypixel() era, and this would be a 1:1 replacement for them. You could literally code an entire 2D game, with sprites, particles, bitmap fonts, etc, etc, using just that one high level call. I've actually been using a similar helper with a custom version of Genome2D/Stage3D for a long time, so I know the tech is doable. Granted this system redraws the entire frame every cycle from back to front (just like the old days) but it's fast enough to have 1000s of sprites, particles, bitmap fonts, etc, etc. So I know Starling could handle it.