Original Post
I am working on a simple 3D terrain engine using a 2D array of tiles. Each tile instance has a vertex buffer and also a pointer to a texture that has been created elswhere (so that there is only ever one instance of each type of texture). When I go to render a 50x50 map, I am rendering 50*50 individual quads, each one having its own vertex buffer. It runs pretty decently, but I guess my question is how do I go about optimizing this? Does each tile have to have its own vertex buffer? I suppose it would since every tile is placed in a different location in the world. But there's something in the back of my mind telling me that I can optimize this. Help is appreciated, thanks.