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Posted 01 February 2013 - 12:33 PM
Another would be to put more than one of those 32x32 textures into larger texture and fix up the texture coordinates to make up bigger batches.
Posted 01 February 2013 - 12:24 PM
I think one easy optimization would be that for each of those 512x512 blocks you create an index when exporting your leveldata that is grouped into batches of all those smaller tiles that use the same textures, then load it into the game with all other needed data(or construct the index at loadtime) and draw in that order.