I am experimenting with various ways of implementing 2D tiles with dynamic paint/erase at runtime. To simplify performance at runtime I am considering leaving vertex data untouched, it would always represent the maximum number of tiles that the grid can contain:

```
rows * columns * 4
```

- When a tile is painted triangles are formed easily by calculating triangle indices.
- When a tile is erased (given row and column) the triangle is somehow found and removed.

From previous shader discussions I have learnt that the number of vertices in a mesh is a massive contributing factor in terms of performance.

Will unused vertices incur additional overhead (with exception of data transfer)?