title: SKSpriteNode multiple textures
body: <p>What is the best way to have a <code>SKSpriteNode</code> <strong>composed of multiple images</strong> ?</p>
  
  <p>I found that <code>[SKTexture textureWithImage:image];</code> doesn't use the scale property (when I use it with a custom bitmap assembled image I have a small <code>SKSpriteNode</code>).</p>
  
  <p>Maybe I can create a link between multiples <code>SKSpriteNode</code> but I'm not sure it is a good idea for collisions detection.</p>
  
  <p><strong>EDIT:</strong></p>
  
  <p><em>Solution that works for me.</em><br>
  This code takes 3 textures, draw them in the <code>GraphicsContext</code> that creates a <code>UIImage</code>.<br>
  Then I add this <code>UIImage</code> to my <code>SKNode</code> which now have multiple textures. However, it is <strong>very important</strong> to specify the <code>SKNode</code> <strong>size property</strong> <code>[self setSize:CGSizeMake(WIDTH_HERO, HEIGHT_HERO)];</code> in my case. If you dont, the node will use a <strong>bad scale factor</strong> and you'll have small textures (non retina).</p>
  
  <pre><code>CGSize mergedSize = CGSizeMake(WIDTH_HERO, HEIGHT_HERO);
  UIGraphicsBeginImageContextWithOptions(mergedSize, NO, 0.0f);
  
  [textureImage1 drawInRect:CGRectMake(0, 0, WIDTH_HERO, textureImage1.size.height)];
  [textureImage2 drawInRect:CGRectMake(0, 40, WIDTH_HERO, textureImage2.size.height)];
  [textureImage3 drawInRect:CGRectMake(0, 0, WIDTH_HERO, textureImage3.size.height)];
  
  UIImage *mergedImage = UIGraphicsGetImageFromCurrentImageContext();
  UIGraphicsEndImageContext();
  
  [self setTexture:[SKTexture textureWithImage:mergedImage]];
  </code></pre>