I have two modes to continue programming a hexagonal map in this moment, and I don't know what way is better. Maybe you can help me :)
I used a texture to represent the "grid", so the squad with this texture is static and don't move or edit in runtime.
In the first hand, I have a texture with 7700x6736 pixles, however, his size it's only 3.131KB, when I run in a random engine (Unity in this case) the frame rate it's nice (constants 60fps with VSynk and +100 without VSynk)
This texture is associated in one transparent material to the squad (2 triangles)
With the second mode, I have a 14 textures to 550x496 pixels and 21KB. But with this mode, I need 14 squads (28 triangles against 2) and 14 materials with differents textures, against 1 in the other way.
Too, with this second mode, I need asking the distance of every squad to hide or not hide (a simple occlusion culling)
What is the better way in your opinion?