Hello everyone,
I want to bring my sfml app on Android and I'm using a little shader to blend textures from multiple mask images (black and white, ex img: maskStone512x.png) into a VertexArray on my tilemap object (can see result with img: result.PNG).
I don't want to have a texture per tile but I want a smooth background. That's why I did it this way.
If I'm right, on Android, I can't use my personal shader because of gl es 2.0 which is not supported by sfml currently.
I need to find an alternative to this utilisation.
Actually, the tilemap texture is not changing afterwards so I thought a simple sprite/texture could be ok after the generation and transmission of the texture by the server. If I do this way, is there a maximum size of sprite/texture I should not exceed to keep a good performance on android ? Should I split the tilemap in different zone to control their draw matching the size and pos of the view ? If so what size each part ?
If you have another idea to workaround
Thank you very much for your help