I have been trying to include multiple textures within my triangle strip, however, it seems to me that all calls to glBindTexture must be outside the glBegin(GL_TRIANGLE_STRIP) and glEnd().
Perhaps I could use a texture atlas, but I’d need help getting the new texture co-ordinates.
Here is my code and an image of the “desired” effect.
if (j % 2 == 0) // Second triangle
GL11.glTexCoord3f(0, 1, 0);
else
GL11.glTexCoord3f(0, 0, 0);
GL11.glVertex3f(j - xOffset, data[i][j] - yOffset, i - zOffset);
texture2.bind(); // This doesn't work, but out side the GL11.glBegin(GL11.GL_TRIANGLE_STRIP), it does :\
// We need to render the next strip to "link up" the two strips
if (j % 2 == 0)
GL11.glTexCoord3f(1, 0, 1);
else
GL11.glTexCoord3f(1, 1, 1);
GL11.glVertex3f(j - xOffset, data[i + 1][j] - yOffset, (i + 1) - zOffset);
and the image: