I'm working on a 3D map that is cut as a simple grid of textures. The idea is to draw only one object with all those textures, instead of having a tile object for each of them. Correct me if I'm wrong, but only one big call is preferable to many small calls in terms of speed. Considering that textures loaded and shown are based on the camera view, ideally, it's not such a huge call.
Problem though, I need to put the corresponding textures altogether in a single Texture2D object I can pass to the shader. So I was thinking of having a rendertarget to create this Texture2D, but this beats the purpose of having only one draw call.
So basicaly, what I thought about is to load each texture, get their data and copy all of them in a new ordered Texture2D I can then pass to the object. Only thing is I have no idea on how to do that.
Any sample or suggestions on the matter? Or maybe someone tell me this is terribly wrong.