Delta timing and tile scrolling

BlitzMax Forums/BlitzMax Programming/Delta timing and tile scrolling

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What do you mean by "a real mesh"? What do you suppose a mesh is composed of?
right... but for this type of application an evaluator map would work well. I'm no expert that's for sure but from what I understand yes, you can define a mesh using a vertex array. While the triangle/quad strips will use truly share verts so does an evaluator map. If using a vertex array or for that matter just a bunch of quads, there should be no cracks if the corners are defined at the exact same vertexes.