Okay, let me detail myself - that might lead to more application specific solutions.
First, I’m only displaying one and only one model on the screen - a heightmap of sorts. This map can range from 1x1 to 4kx4k pixels, which gets converted into XYZ vertex data. From there, the XYZ coordinate data goes through a scaling pass which scales it (cleverly) to an index array, such that it can be rescaled dynamically. The only thing that ever changes is the index array.
Now, there are two texture maps. First is the color map that gets textured on the resulting image, and second, which is optional and thus currently multitextured because my hardware can handle it, is a contour line map. This second needs to be able to be turned on and off if the user request it. I’d prefer not to have to regenerate the textures every time I need to change the mode, because the contouring function is very expensive time-wise.
So, if that helps, and you have some idea, let me know. Multitexturing solves this problem perfectly for me, unfortunately, there’s no guarantee that the target platform will support it (like my boss’s laptop which has a crappy Trident video chip in it). So my reference target is the MS Software GL Driver.
Thanks in advance and post for all the suggestions made and those to come. HELP!!!