I'am currently developing text rendering & some kind of tile based texturing for simple landscape with textures blending. e.g. something like this but in 3D.
In first realization I have been used 2D texture arrays to achieve problem of texture switching to be able to draw whole landscape mesh at one opengl draw call and it works great, but this should run on opengl es 2.0 devices and they are don't have 2 texture array support. So my question is - what can I do to deal with that kind of problem?
Of course i can just draw every landscape quad separately, but I'm pretty much sure, that this solution will really, really heart the performance. (mb i wrong?)
Also i know about texture atlases, but can I guarantee that I can put all possible textures into fragment shader for every possible tiles combination?(terrain tiles for landscape & every possible text chars with different sizes, I think you get the point) I almost sure that i can't, that's basically why I'm asking this question here.
Sorry for my horrible english, I'm working on that.