I've got a large map divided into 16*16 parts (comparable to Minecraft) for x and z. For every part a VBO is generated and stored using GL_STATIC_DRAW.
The technique described above works fine and with good performance, however it restricts (due to the nature of GL_STATIC_DRAW) modifications that may happen frequently, especially texture animations (that is incrementing texture coordinates to select another sub rectangle in the texture).
Now I'm asking myself how to solve that problem. Switching to GL_DYNAMIC_DRAW seems like an overkill to me, since most of the geometry is static, thus better placed in GPU's memory.
Generating a separate VBO (or even a vertex array?) is an option that came into my mind, however this would greatly increase complexity. Any ideas?