



This will give a psuedo solidity to the sprites. With VBO, he can selectively update bits of a vertex array with minimal performance impact.Īnother frig would be to have a separate texture for each viewing angle (to a reasonable angular resolution) and simply change the texture you bind to when the viewing angle changes beyond a certain point. No, he’d have a single texture with all the units frames of animation in it, then simply change the texture coordinates of each unit to access the relevant frame of animation needed.

Given a lot of different units, and the fact that they all won’t be doing the same thing at once (12,000 archers, aren’t all going to be firing arrows at the same exact time - likewise with cavelry and infantry for example) you’d possibly end up thrashing constantly swapping textures in and out
