I'm currently using a vertexArray for the tile map in my game.
However it is very bothersome and confusing to calculate the offsets in the array (it's basically a 4d array).
I've tried using nested vectors (vector<vector<vector<Vertex> > > verts) and dynamically allocated array (starting with Vector*** verts and so on) but when I pass either into the draw function like this
((Vertex*)&verts[0],*number of vertexes*, sf::Quads) my app crashes...
I'm pretty sure it's due to the fact that vectors/allocated arrays are not contiguous... can I do this in some other way?