Only one texel rendering during mass batch rendering using SSBOs
First, this is my second time asking this question. The first time, I was given many different tips that I applied into this new question.
Currently, I am working upon a 2D tile renderer. Switching VAOs i found to be too performance draining. Therefore, I decided upon batching the tiles. I have been able to render each tile in a defined grid size. I decided that I would use a single texture atlas, and in order to set each texture, I would just change their texture coordinates. I decided that I would do this with an SSBO, and that within the shader, I would use gl_InstanceId to find which set of vertices or texture coordinates to use. For now, I have just applied the same texture coordinates to all of them, and later I will change this.
Only one pixel rendering when attempting to batch render many tiles as same texture using a single draw call
I am making a 2d tile renderer. I have gotten it to be very efficient, but I cannot figure out how to smack textures on to the tiles.
How to combine texture coordinate data of many different objects into a single vbo, for texture atlasing
I have been experimenting making a 2D tile renderer. The problem is that performance issues will be ran into because switching bound VAOs is quite performance heavy. The problem I have right now is that I have absolutely no idea how to implement texture coordinate data. How could I implement all texture coordinate data into one single VBO?