My previous solution was way too complicated. And no it turns out I WAS missing vertices. So I added those, reconfigured the face maker thingy, then calculated u coord like so (1.0f/slices * current_slice) * u_tile; The v was something like ((current_z - low_z) / (high_z - low_z)) * v_tile;
Ta-da!
My normal calculations aren't yet taking the new verts into consideration so there is a hard shaded line down the side. I think I can sleep with that one though. [smile]