Original Post
Im working on a simple tile map thing at the moment. My problem lies in the tiles being represented as single textures. The method im currently using has one large texture that contains all the tile textures. I then just play with the mapping co-ordinates and..... well for some reason that i cant figure out this leaves little fragments at the texture ends. So i was thinking of just having each tile texture be one opengl texture. So i would have something like unsingned int tileTextures[200] for a 200 tile tileset. Is this better? Is there a limit to the number of textures defined? is there a performance hit to constantly switch between binded textures?
-kilj