I have a tile-based top-down adventure game where the camera follows the player. I want to make it so the map wraps around on it's edges. So, when my character stands on the corner of such a map, you actually see all four corners instanced.
Most of the tutorials I've seen for sprites and so on that wrap suggest making copies of the graphics nodes in such situations. This seems like a lot of overhead to duplicate an entire tile-map and keep it's state synced across 4 copies for what is, in essence, a rendering issue. I could render the tilemap to a back-buffer, but then I lose all Z-index information, which causes problems because I'm layering tilemaps.
What's the suggested solution to solve this problem?