Original Post
I''m using a quadtree (half an octree) to render a heightmap terrain. Whenever I refer to "quads", I''m talking about 16x16 chunks of vertices, not polygons.
Since I''m using vertex arrays to render each quad, there''s no way to get different textures on the landscape (since you can only use one texture per vertex array). So I thought, maybe I''ll just make a single, highly detailed texture for each quad.
If I do this, it means I''m going to have the equivalent of a texture between 4096x4096 and 8192x8192. Is this a really bad idea? I think my computer will probably be able to handle it, because I have a ridiculously large amount of memory on my video card (256MB)... but will the average gamer''s PC be able to handle so much texture data?
Anyone have a better way to do multiple textures with vertex arrays? I don''t really want to do a separate pass for each texture I want to use, because that would be pretty slow I think. Wouldn''t it?
Thanks,
-Jeremy