Tiled Height Field question?

I am writing a terrain editor, the terrain is editable by squares.

ie 100 x 100 = 10000 editable terrain squares, in one square you could place a grass tile, in another water etc…

my problem is the number of polygons 20,000 if I use quads.

I was hoping to use tessalation to remove unneeded triangles by joing squares that have the same elevation.

BUT then I will loose my tile coordinates for the squares, so I will not be able to have 100 tiles by 100.

example normal
(a letter = tile)

ABCDE
FGHIJ
KLMNO

But if I use tesselation
ABBCC
DEFCC
GHIJK

I will have to texture B and C as one quad
wont I?

as certain tiles will have been eaten up into a larger one, Is there a way round this?

Ironduke

if i’ve understood, you need to use different textures on a single primitive.

unless you use multitexturing with a bit of work on texture coordinates, you can’t assign more than one texture to a quad (to any primitive, indeed).

Dolo//\ightY