yep, that's what I needed to know. Thanks a lot. One more question about a code example.
for (xIdx = 0; xIdx < 36; xIdx++) // x-direction
{ for (yIdx = 0; yIdx < 18; yIdx++) // y-direction
{ // calculate texture coordinates for current quad
texLeft = float(xIdx) / 35.0f; // left texture coordinate
texBottom = float(yIdx) / 18.0f; // bottom texture
coordinate texRight = float(xIdx+1) / 35.0f; // right texture coordinate
texTop = float(yIdx+1) / 18.0f; // top texture coordinate
Can someone tell me why they are dividing by 35 and 18 here? This is a 36x20 field of points.