by Spike » Fri Dec 14, 2012 3:45 pm
you would gain from being able to throw all surfaces onto the screen with the bsp tree ordering, meaning early-z optimisations would drastically reduce overdraw (assuming you do the same with lightmaps too). you'd also gain from a few less texture changes.
you can use texture arrays or perhaps 3d textures as a way around the wrapping issue, but that requires that each texture has the exact same dimensions.
you could chop up surfaces easily enough to cope with texture repeats. its not really that different from clipped decals, it is more geometry though, but you'll barely notice that. You would need a few pixels around the edge of the texture to handle mipmapped repeats however.
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