+
+ int textureTileSize = 50;
+ int divisions = 2;
+
+ for ( int tx = -floorSize; tx <= floorSize; tx += textureTileSize ) {
+ for ( int tz = -floorSize; tz <= floorSize; tz += textureTileSize ) {
+ int subTileWidth = textureTileSize / divisions;
+ for ( int x = 0; x <= textureTileSize; x += subTileWidth ) {
+ for ( int z = 0; z <= textureTileSize; z += subTileWidth ) {
+ glColor3f( 1.0, 1.0, 1.0 );
+
+ glTexCoord2f( tx+textureTileSize, tz+textureTileSize );
+ glVertex3f ( (x+1)*subTileWidth, 0.0, (z+1)*subTileWidth );
+
+ glTexCoord2f( tx+textureTileSize, tz );
+ glVertex3f ( (x+1)*subTileWidth, 0.0, z*subTileWidth );
+
+ glTexCoord2f( tx, tz );
+ glVertex3f ( x*subTileWidth, 0.0, z*subTileWidth );
+
+ glTexCoord2f( tx, tz+textureTileSize );
+ glVertex3f ( x*subTileWidth, 0.0, (z+1)*subTileWidth );
+ }
+ }
+ }
+ }
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ /*