+/* The following is an explanation of our somewhat conveluted and
+ tricky texture scaling/offset scheme:
+
+MAX_TEX_COORD is a value I arrived at by trial and error for my
+voodoo2/3 video card. If you use texture coordinates that are too
+big, you quickly start getting into round off problems and the texture
+jumps and moves relative to the polygon.
+
+The point of all of this code is that I wanted to be able to define
+this size in meters of a texture and have it be applied seamlessly to
+the terrain. I wanted to be able to change the defined size (in
+meters) of textures at run time. In other words I want to be able to
+scale the textures at run time and still have them seamlessly tile
+together across fans.
+
+The problem is that I have to pregenerate all the texture coordinates
+when I create the scenery, and I didn't want to burn CPU doing this
+again when I load the scenery at run time.
+
+It ended up taking me a lot of thought, a lot of trial and error, and
+a lot of fiddling around to come up with a scheme that worked.
+
+----------
+
+Ok, so think about what needs to be done to have the texture tile
+across a series of triangles and fans ...
+
+Basically you want to use some function of lon/lat mod your max
+texture coordinate size to calculate the texture coordinate of each
+vertex. This should result in nice tiling across distinct triangles
+and fans.
+
+Pretend our MAX_TEX_COORD = 4.0 and half of this is 2.0
+
+Imagine the following two adjacent polygons with the "X" component of
+the initial texture coordinate based on longitude (Note they are drawn
+spaced apart, but in reality the two polygons are adjacent):
+
+ 7.0 8.6 8.6 9.0
+ *-----* *------*
+ | | | |
+
+Now, this exceeds our MAX_TEX_COORD of 4.0 so we have to scale these
+texture coordinates by some integer value. Let's say we always want
+to minimize the tex coordinates to minimize rounding error so we will
+offset the first polygon by 7.0 and the second by 8.0:
+
+ 0.0 --- 1.6 and 0.6 --- 1.0
+
+Our tiling is maintianed becuase the coordinates are continous (mod
+1.0) and we still get the double repeat across both polygons.
+
+We want to be able to scale these values by an arbitrary constant and
+still have proper tiling.
+
+Let's try doubling the coordinates:
+
+ 0.0 --- 3.2 and 1.2 --- 2.0
+
+Everything still tiles nicely (because the coordinates are continuous
+mod 1.0) and the texture is now repeated 4x across the two polygons.
+Before it was repeated 2x.
+
+Let's try halving the coordinates:
+
+ 0.0 --- 0.8 and 0.3 --- 0.5
+
+Ooop! We lost continuity in texture coordinate space ... no we will
+have a visual discontinuity in the texture tiling!
+
+Ok, so we need some other scheme to keep our texture coordinates
+smaller than MAX_TEX_COORD that preserves continuity in texture
+space. <Deep breath> let's try the scheme that I have coded up that
+you are asking about ... <fingers crossed> :-)
+
+Going way back to the top before we shifted the texture coordinates.
+tmin for the first polygon is 7.0, this is then adjusted to:
+
+ (int)(tmin.x() / HALF_MAX_TEX_COORD) ) * HALF_MAX_TEX_COORD
+
+ = (int)(7.0/2.0) * 2.0 = 3.0 * 2.0 = 6.0
+
+The two texture coordinates are offset by 6.0 which yields 1.0 -- 2.6
+
+tmin for the second polygon is 8.6 which is adjusted to:
+
+ (int)(tmin.x() / HALF_MAX_TEX_COORD) ) * HALF_MAX_TEX_COORD
+ = (int)( 8.6 / 2.0 ) * 2.0 = 4.0 * 2.0 = 8.0
+
+The offset for the second polygon is 8.0 which yields 0.6 --- 1.0
+
+So now we have:
+
+ 1.0 --- 2.6 and 0.6 --- 1.0
+
+This still tiles nicely and strethes our texture across completely, so
+far we haven't done any damage.
+
+Now let's double the coordinates:
+
+ 2.0 --- 5.2 and 1.2 --- 2.0
+
+The texture is repeated 4x as it should be and is still continuous.
+
+How about halfing the coordinates. This is where the first scheme
+broke down. Halving the coordinates yields
+
+ 0.5 --- 1.3 and 0.3 --- 0.5
+
+Woohoo, we still have texture space continuity (mod 1.0) and the
+texture is repeated 1x.
+
+Note, it took me almost as long to re-figure this out and write this
+explanation as it did to figure out the scheme originally. I better
+enter this in the official comments in case I forget again. :-)
+
+*/
+