Whichever method has the fewest number of calls to glDrawArrays or glDrawElements should have the better performance, and whichever method has the fewest calls to glBindTexture.
I don't know what renderSubImageAtPoint looks like, but I assume it calls both glBindTexture and glDrawArrays; in that case you probably won't see much difference between these three methods.
In the long term, a single image with all of the textures has the biggest chance of speedup in the future. With a single texture it's possible to batch all of your sprites together to draw all or most of them with a single call to glDrawArrays. That would give you a tremendous speedup. You'd probably have to rewrite your drawing class, though.
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