Original Post
Well I've read around a bit and found a few sources regarding using OpenGl for 2D applications, but nothing that really went too in-depth. I'm working on an engine with a couple other people, and I'm basically learning OpenGL as I go. I guess mainly, I don't just want to learn HOW to do it, but learn how to do it best. So I was hoping for a little advice, if anyone can spare it. The way I am handling drawing images - its pretty basic, I just load an image file and bind it to a texture, which I save in a vector of GLuints. I created a new image type which saves the images' index in that vector, along with the dimensions and a couple other things. Then to draw an image, I just access that texture, apply it to a Quad and draw it. My concern is whether this is the fastest, most 'optimized' way to do this? If I were using this with a tile based game and had a whole lot of tiles to draw, would this be able to keep up or would it put a lot of pressure on the GPU? Or if I also wanted to apply some more effects to the scene? So if anyone took the time to read this and can fill me in on a more efficient way to handle this, or let me know if the way I am doing it is sufficient...I would greatly appreciate it. THANKS!