it is a generalized pre-tnl quad-blitter, that batches by texture, fills a vertex buffer and then flushes it out. I implemented a TileAtlas(palette) class, which creates 1024x1024 (or smaller depending on HW) textures that store 64x64 sized images which are used for the tile texturing on maps. Currently it takes no time at all (2 secs) to load 1000 tiles (in process creating 4 atlases) so performance-wise i am pretty pleased.
next up is getting maps rendering =D