- One texture which contains all tiles is the way to go. Then just tinker with the texture coords to get the correct tile out of it.
Allright, this I can understand (I think).

So what you do is this...
1. bind your one-large-texture-containing-all-tiles
2. draw all visible tiles but change the texture coords for each tile so that the correct tile is drawn.
Do I need to sort the drawing order when using this tech as well or is the tinkering with texture coords unexpensive?
Are there any examples out there using this technique?