Original Post
When rendering the terrain, how exactly do you do it so that U V coordinates are correct? What I mean is that when vertices are shared you might want them to have 2 separate UV coordinates depending on which triangle you are rendering. For example, say that the following UV coordinates represent each vertex on a height map: (0,0) (1,0) (0,0) (0,1) (1,1) (0,1) You are going to be able to put 2 textures on this, one which should render normally, and the other which should render it mirrored. The only way I can think of to fix this problem is to split the height map up into four different parts and render them separately, sending a different texture coordinate array in for each one. Is that the way you are supposed to render it? Also, how efficient is it to call to call glBindTexture() for each different texture on the terrain? Should I separate the terrain into different sections that use the same texture and render each part separately or should I use one giant texture and just use the UV coordinates to determine which texture I should use?