I have a texture which is a grid of smaller textures and which I am not able in this application to split into individual files. I need to tile these subtextures over a model.
Splitting the geometry could work, but would increase scene complexity and potentially introduce visual artifacts if thin triangles are generated.
Allocating new textures copied from the original at runtime could work, but would increase texture-memory usage and would involve stale data if the primary texture changes (which I cannot detect in this application).
If there really is no way to directly bind a subtexture to allow OpenGL tiling to work, what would be the next best way to do it?