Hope I'm clear. English isn't my first language.
My sidescroller has a number of areas that aren't tile-based, but art-based. That is, the scene isn't formed by a bunch of tiles, but by a large illustration.
So I would like to know which of the following methods is superior performance wise:
1) Divide the level art into smaller squares, and load each one as a tile. That way, the game would treat it as if it was tile-based, even though each tile will be unique. The game would only draw the tiles that are within the camera view.
Or:
2) Load the whole level art into a texture, and create a rectangle texture atlas the size of the screen, that shows the area corresponding to the player's position. As the camera moves, I'll change the coordinates of the rectangle source so that the level art moves in sync with the player's movement.
Well? Which one would you recommend I went with?
If I wasn't clear enough, please say so and I'll elaborate.