I've looked at the following website for some information on writing AGAL to render Textures / Bitmaps to the Stage3D
object:
http://iflash3d.com/shaders/my-name-is-agal-i-come-from-adobe-1/
But it seems to cover more about how to create objects in 3D space. Maybe it can't be avoided?
But I'll ask this anyways:
What would be the bare-bone necessary AGAL code & AS3 code to write to render multiple sprites to the Stage3D
?
Note: No Filters, Effects or Shaders required - just position, scale and rotation transformations. Also, I'm not looking for existing 3rd party APIs that do this under the hood. I would like to experiment this low-level language myself.
It is all described in the articles you linked, the only thing missing to make it '2d' is to create an orthogonal projection matrix.
A common abstraction and optimization is sprite batching. The following example is not feature complete, color tint, sorting, rotation and offsets are not implemented at the moment but it's trivial to do so.
Usage
There are some trivial caveats however, since texture objects do not carry width or height getters you are dealing with a source rectangle in texel space (0...1)
Additionally, Context3D does not carry any information about the viewport, so the matrix cannot be constructed internally and has to be resolved as a dependency.