...Okay, so it still isn't all that impressive visually. None the less, this is an important bit of work, because:
1) Multiple textures! Up until now, I've just had a single test texture on every tile, so I was holding all my tiles in the same geometry buffer. This proves that my one-geometry-buffer-per-texture scheme works, at least.
2) Events! Everything I wanted to be event driven is now event driven. That started out as a 3x3 map of tiles with uniform height. I used events to remove two tiles and edit not only the height of two tiles, but their textures as well, proving that switching tiles between buffers when their texture changes works as well.
The code is fairly atrocious, so I'm going to clean it up a bit before I post it. Stay tuned if you'd like to see it, though. Next up on the list is map serialization, so I can save and load all this crap off the disk.
Oh, and I'm also in the market for a good in-code profiler. I messed around a bit with VTune today, and Pix is great for D3D stuff, but I'd love a profiler which gave me a function-by-function rundown of where I'm spending my time each frame. I can afford to spend approximately $0 on one, so with that in mind, any suggestions?
Cheers!