AJirenius: Thanks man, that's great!
Matty: Yeah the array is 1000 tiles long and there is no "end level" detection coded so you just fly off into space like Enterprise.
Indiepath: Regretably I don't really understand what you are talking about. I use BMax at a top level rather than a low level. I gather UVs are like the top left coords within a texture that it get's drawn from there. I do have all my tiles in one texture. The flicker is just at the edge of the tiles which are drawn at floating point coords because BMax (well the 3D card) anti-aliases the edges, and thus two edges together don't look cool as the tiles move down through various floating point coords. So I'm note sure how your method would get round that. My idea is to draw all the tiles (as laid of for the leve map) onto one big texture and scroll that, but continually update the big texture.
Matty: Yeah the array is 1000 tiles long and there is no "end level" detection coded so you just fly off into space like Enterprise.
Indiepath: Regretably I don't really understand what you are talking about. I use BMax at a top level rather than a low level. I gather UVs are like the top left coords within a texture that it get's drawn from there. I do have all my tiles in one texture. The flicker is just at the edge of the tiles which are drawn at floating point coords because BMax (well the 3D card) anti-aliases the edges, and thus two edges together don't look cool as the tiles move down through various floating point coords. So I'm note sure how your method would get round that. My idea is to draw all the tiles (as laid of for the leve map) onto one big texture and scroll that, but continually update the big texture.