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Damocles

draw to texture or texture swapping?

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Okay, I''m busy beavering away on my 2d shooter, and it uses tile based rendering. At the moment, I just feed in a ton of vertices into an array to render each tile strip using drawArrays with triangle strip mode. However, the textures generally need to swap around a lot so I have to use a lot of glBindTexture calls. I was wondering if it would be any faster to render the strip of tiles into one spare texture area and then render one large quad for the tile strip instead of 7. I''m thinking there might be bandwidth issues and possible fill-rate issues, but that''s why I''m asking

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