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Honeybunch answered for video memory I believe, I'm not that familiar with GL. But to store a map like that in memory and eventually on disk you need to think about what you want with the map. If you have less then 256 types of tiles and nothing else simply use a unsigned bytes in a array (vector in c++ right?). Having thousands of tiles is not that special ...


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Load each image once then bind the texture before you draw the tile. Efficiency can be improved if you only draw tiles that will be visible or partially visible by the camera. http://docs.gl/gl4/glGenTextures http://docs.gl/gl4/glGenerateMipmap http://docs.gl/gl4/glBindTexture void init() { //load geometry //load textures //Setup entities ...


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Mixing perspectives is very uncommon and, at least in your example, is bad because the perspective of the foreground (buildings in front of the river) do not match those in the background. There is one notable game that uses mixed perspectives: Zelda: A Link to the Past If you look carefully, there is no single vanishing point. The corner walls ...



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