   texture coor
  Hi thereI  have a terrain map that i use indices to draw. The index buffer creates blocks for culling, there is only one index buffer that is used.I then use drawindexprimitive and the basevertexindexvalue to navagate the array of vertices(Only works in hardware vertex processing).The problem is texture coordinates.Is it posible to get a texture that is the same size or larger than the map to lay across the map evenly.(instead of tileing a texture)I use something like this for the blocks but it shrinks the map   TexU = (float)((float)PosX / TILE_SIZE)/(float)uiGroundWidth;TexV = 0.0f;  
  I''m a little confused.  You are setting TexV to 0 always?  You can stretch a texture over the entire terrain anytime, as long as the top left corner texture coord of the terrain is at (0,0) and the bottom right corner texture coord is at (1,1).  The higher the resolution of the texture, the better it will look of course.  Your hardware will only support textures up to a certain resolution.  I think I''ve read that about 2048x2048 as a max is typical now days, not sure.Chris ;quote:Original post by Supernat02  I''m a little confused.  You are setting TexV to 0 always?  You can stretch a texture over the entire terrain anytime, as long as the top left corner texture coord of the terrain is at (0,0) and the bottom right corner texture coord is at (1,1).  The higher the resolution of the texture, the better it will look of course.  Your hardware will only support textures up to a certain resolution.  I think I''ve read that about 2048x2048 as a max is typical now days, not sure.Chris   I am sorry itsTexU = (float)((float)PosX / TILE_SIZE)/(float)uiGroundWidth;TexV = (float)((float)colomn / TILE_SIZE)/(float)uiGroundWidth;each vertex of the block gets a different texture coor that is suppose to corrospond to the position in the texture;this is just a  test i removed some code but it shows where i am going for(wz = 0; wz < uiBlockWidth; wz++) {    for(wx = 0; wx < uiBlockWidth; wx++){  pVertices[a].tu= (float)((float)a * TILE_SIZE )/(float)m_uiGroundWidth;pVertices[a].tv= (float)((float)wz * TILE_SIZE )/(float)m_uiGroundWidth; a++;b++;c++;} i am not sure if this is right can you explane the process. ;  Hi againi will try and explane what it is i am doing;if i draw a patch of my terrain, i want the patch to draw that section of the texture.So texV = (1.0 / texturewidth)* patch_vertex_position  would be the position in texture.If this is wrong please give me an idea;  Hi again i finally got the texture to draw evenlly but now the terrain seems to be fixed to screen size the spaceing var for the vertex positon  no longer has an effect . for(z = 0; z <= m_uiGroundWidth; z++){  for(x = 0; x <= m_uiGroundWidth; x++)    {pVertices[i].v.x = (x * TILE_SIZE) - (float)(m_uiGroundWidth / 2);if((z == 0.0) || (z == m_uiGroundWidth) || (x == 0.0) || (x == m_uiGroundWidth)){   pVertices[i].v.y = 0.0;}else{//Set  height for ypVertices[i].v.y = m_acHeightMap[(int)z * m_uiGroundWidth + (int)x] / 3;}pVertices[i].v.z = (z * TILE_SIZE) - (float)(m_uiGroundWidth / 2);   pVertices[i].tu =  z  / (float)(m_uiGroundWidth); pVertices[i].tv =  x  / (float)(m_uiGroundWidth);i++;}}