Original Post
Hey.
I''m working on a heightmap engine. So far what it does is loads the terrain data from a 64x64 greyscale bitmap file, just like any other heightmap engine. But when I render it, I bind the texture with glBindTexture(), then I map that texture to every individual triangle strip I make with glTexCoord2f(). This applys the entire texture to every little polygon that is made. What I''m wanting to do, is load the terrain data from a 64x64 image, like I''m doing, then texture the entire thing using a 256x256 or maybe even 512x512 texture image.
I''m kinda new to OpenGL, so I''m not sure if there is a different texturing method I can use that does what I want. Is there one? Or am I going to have to find some algorithm that splits up the texture image and peices it back together on the matrice?
I''d appreciate any help.
PS: Here is a shot of my engine for clarity.