I have been using SpriteKit for a year now, and am very comfortable with it. However much of what I do is habitual, and I am not necessarily sure of why I do some things. My images are all sorted in texture atlases, but there appears to be 3 different ways of outputting these sprites. Could someone explain the differences in presenting sprites in SpriteKit using objectiveC. Is there a performance difference? Does one of the methods cache the sprite? Or does it even make any difference?
SKSpriteNode *tap = [SKSpriteNode spriteNodeWithImageNamed:@"tap"];
vs.
SKTexture *tapTexture = [SKTexture textureWithImageNamed:@"tap"];
SKSpriteNode *tap2 = [SKSpriteNode spriteNodeWithTexture:tapTexture];
vs.
SKTexture *tapTexture2 = [[SKTextureAtlas atlasNamed:@"Sprites"] textureNamed:@"tap"];
SKSpriteNode *tap3 = [SKSpriteNode spriteNodeWithTexture:tapTexture2];