It doesn't matter what tile method you use. How does it avoid gaps between tiles? I was under the impression you had to draw a triangle strip or quad strip in order for it to know about adjacent/shared vertices, so that it can calculate colors properly. is that not the case?
Or are you saying that as well as keeping tiles in video ram you should also render the visible tile area into a texture and then render the texture using a grid of quads with appropriate texture coords so all quads have proper colored pixels around the edges? How do you draw tiles to the texture in such a way that the first time you draw them it does not draw artifacts at the edges? You have to draw them as individually textured quads at some point and you cant change what texture is used halfway through defining a strip.
So doesn't that mean you will still get gaps and artifacts? Do you have to render to integer coords perhaps in the texture and then draw the texture at float coords?
Or are you saying that as well as keeping tiles in video ram you should also render the visible tile area into a texture and then render the texture using a grid of quads with appropriate texture coords so all quads have proper colored pixels around the edges? How do you draw tiles to the texture in such a way that the first time you draw them it does not draw artifacts at the edges? You have to draw them as individually textured quads at some point and you cant change what texture is used halfway through defining a strip.
So doesn't that mean you will still get gaps and artifacts? Do you have to render to integer coords perhaps in the texture and then draw the texture at float coords?