In a school project we are creating a roguelike game and it's my job to create the dungeons. To my understanding the best way to do this is to use VertexArrays because of performance reasons. However, since the dungeon will be randomly generated, it's not possible to have a complete texture for the dungeon. We will be creating our own textures as well.
One idea that came to my mind would be to generate the dungeon and then create the dungeon texture by looping over the quads and adding the corresponding individual texture (wall, door, corridor etc). This way I would only have to loop through all the tiles once and then I could draw the tilemap with a single draw command. Does this sound like a reasonable way to go about? I'm a bit concerned that this will be non-trivial, because our time is limited.
This comes to my second question: if we say that the map will have a maximum size of 300x300 tiles, can I get away by just drawing every quad individually? This way I could just create a Tile class with a rectangle member and texture it depending on its type. I know that this would be suboptimal, but given our time constraint I would rather take the easier option this time around.