The second way is to render each tile as one tristrip, but with 10 vertices instead of 4. This will work fine (and may actually look slightly better) for games that use scanline scrolling for distortion or wobble effects, such as heat haze (Sonic games), or using it to interpolate between tiles (Sonic 2 and 3 special stages). However, because each tile is still one object, large differences in the scroll values between adjacent scanlines will look ugly, because the PVR will interpolate between the scanlines. It's much faster than the previous method though - it should be just under 3 times slower than the standard per-tile renderer. This is the one I'm currently using.
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