Original Post
So i'm about to start work on a 2D game that will have a tiled background. I will be writing it in C# using managed DirectX. All of my textures will be applied to triangle quads so I can take advantage of DirectX pixel shaders. My question is, would it be faster to store each tile as a seperate texture and swap in the correct textures to be used on a standardized quad for all of the tiles, or store a reasonable number (64tiles @ 32X32?) of tiles in one or more larger textures and then index into a vertex buffer with correct texture coords set for each tile in the larger texture? I was hoping someone had some experience with this and could give me some real world performance numbers. Since i'll be in C# and I know swapping textures is supposed to take awhile anyway, I could see how one large texture would be faster. But, one large texture seems like a texture cache nightmare. Thank you in advance. ~Chris