Original Post
Problem is using large textures above 256*256. Currently i''m thinking of using one big bitmap and slicing it to 256*256 sections and the use them when rendering. That causes problems when using VertexBuffers. I have to use separate vb for every section of the terrain because I have to change the texture while rendering.
If you dont''t get what I mean:
LoadTexture(SliceWidth, SliceHeight, ''texture.bmp'');
Render
{
FillVertexBuffer(); // Fill the vertex data from terrain
SetTexture(); // This causes the problem
//Because I have sliced the texture in pices.
DrawPrimitive();
}
Solution would be to render terrain in passes.
1. Fill vertexdata from section of terrain which has same texture
2. SetTextureForArea
3. Render()
4. Take the next pice of terrain and go back to 1.
I can''t explain it better...
Has anybody an solution to my problem...