Okay, so I went with creating a struct for
SpriteTexture that holds the texture itself a GLuint and the width and height both int.
Now, I tested my game and I get no map... and I'm thinking it HAS to be something with the rendering, and I mess around with that for an hour.
So I'm like, okay, what the hell is going on here... my player loads but this wont?
So after an hour or so of fucking ab out I decided to set the map tileset to the player sheet and saw it rendered.
At this point I was just confused...
Then I made the full 256x256 px tileset (which originally was small and only had a few tiles filled on the top left) into a full checkerboard with numbers so I could see if stuff was being out of place.
And I saw EXACTLY what went wrong, lets see if you can spot it...
See it? Well, my tile numbers should be 1 for the ground and numbers around the 1-10 range or so, not in the 50s and 60s!
So, basically what happened was my texture is upside down... sorta.
OpenGL is different in that the 0,0 coord is at the bottom left instead of the top left like some people (myself included are used to) but I always took account for that when doing this. I then remember I DID have to mess with my player facing constants to get the right tile loaded before...
So now it all makes sense!
My question is, how do I flip my tiles around so that I'm loading tiles how I normally should?
I mean, I could very well draw tiles backwards and draw them starting from the bottom and go up... but that doesn't look pretty.
Let me know if you can help me out!
And thanks again for everyone who has helped out so far, this is my first experience now with OpenGL, and it's nice to have a lot of caring members on these forums that are willing to assist others.
Thank you so much! <3