using OpenTK.Mathematics; using System.Drawing; public class UISprite { public Vector2 Position; // Screen pixels (not normalized) public Vector2 Size; // Size in pixels public Rectangle TextureRegion; // Which part of atlas to use public Color Tint = Color.White; public float Rotation = 0f; public Vector2 Origin = Vector2.Zero; // Rotation/scale origin public void Draw() { // Draw textured quad using TextureRegion coordinates } }