With the bilinear interpolation texture filter disabled, the problem is less noticeable, but still there if you look closely:
I have tried all the obvious values for texture coordinates, including:
(0,0)-(1,1)
(1 / TEXTURESIZE, 1 / TEXTURESIZE)-( 1 - 1 / TEXTURESIZE, 1 - 1 / TEXTURESIZE)
(0.5 / TEXTURESIZE, 0.5 / TEXTURESIZE)-( 1 - 0.5 / TEXTURESIZE, 1 - 0.5 / TEXTURESIZE)
etc.
But still can''t get rid of those visible seams!
Someone must have come across the problem before (after all my terrain engine is hardly a new idea!). Any ideas?