   My texture becomes one color when I use CLAMP_TO_EDGE
  Here is what I do:glBindTexture(GL_TEXTURE_2D, ID);makeTexture(readImage(path), GL_TEXTURE_2D, true, hasAlpha);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);After I added the last two lines with the CLAMP_TO_EDGE part my texture shows as one color. Darkgreen all over like if I was using glColor. It seems like its an average of the colors in the texture.I use mipmaped png-textures.Has anyone experienced this before? What could it be?Thanks in advance!   
  Are you tiling the textures?   ;  Yes im Tiling the textures, but Im not sure if im doing it right.In fact its one big heightmap thats split up in 4 smaller heightmaps with an overlap of one pixel on the edges, so that each heightmap has same height on the edges.We kinda did the same thing with the texturing. One big 1024x1024 texture was divided i 4 smaller texture again with an overlap of 1 texel to make them fit together when tiling them. Each smaller texture the size of 512x512.Each heightmap with its texture is rendered separately. I use an offset to know where each sub-hMap should be placed in space. Hope that helps, still havent found the source of the problem!;  Perhaps your texturecoordinates are out of range [0..1]When clamping, everything out of that range will be the edge color.   ;  That was it!!! Thanks a bunch. Somehow I had the texCoords negated. It works perfectly. Cant locate the seam. Your the man!=)