@rldivide
maybe you should consider an entirely different approach.
Think about clipmapping, virtual texturing and the like.
That gives you many advantages: Its easier for you to draw the whole thing (no texture swapping, because no more tiles) and fixed texture memory footprint, regardless how big your real texture is. The runtime memory needed is only dependent on the screen resolution then. Also, you can make use of better filtering ... I don't know if your tiling approach (1 texel wide texture border) still works with anisotropic filtering.



Oops. Sorry.)
