Original Post
Somthing ive been thinking about is fog of war. Ive come up with two possible implimentations, firstly I have the world represented in a tile map, each tile has been visited or not. Option 1) One big quad drawn over the world, render alphad circles to it. This seems slow because im drawing circles every frame for every unit. Uber slow... Although i would only have to draw to the map when a unvisited tile becomes visited, unsure how fast rendering a circle is... Option 2) Render the terrain out flat, and above, each tile is a vertex with an alpha. Set the alpha to zero on the quads that have been visited. This means rendering lots of quads and is going to be the size of the terrain * 2. meh. Any ideas?