title: OpenGL: GL_REPEAT and GL_CLAMP_TO_EDGE
body: <p>Im working on my game project with OGL 3.2 and I was using <code>GL_REPEAT</code> in the texture parameters to set up my terrain very fast by defining ST coordinates more than (1;1). But now, when I've added a skybox, an edges between skybox textures looks very scratchy and I don't want them to be. I can remove them by using <code>GL_CLAMP_TO_EDGE</code> parameter, but terrain texture renders wrong without <code>GL_REPEAT</code> parameter. So I must choose between <code>GL_REPEAT</code> and <code>GL_CLAMP_TO_EDGE</code>. If I switch it to <code>GL_CLAMP_TO_EDGE</code> I can't use <code>GL_REPEAT</code> advantage and have to divide my terrain to smaller chunks and give texture to each one by one, which is (in my opinion) very inefficient, especially when I want huge sized map.</p>
  
  <p>Is there any way to use both advantages of <code>GL_REPEAT</code> and <code>GL_CLAMP_TO_EDGE</code> or maybe there is some more awesome way to solve this which I don't know?</p>