I've played quite a bit with texture mapping objects in 3D, in particular using 3D programs to generate the meshes and to push out the files and textures coords to read into a viewer, but I've never needed to not triangulate the textures. It's always been a 1-1 mapping of the textures to triangles.
I'm wondering if what I'm trying to do might be quite simple, I've just never done it so I'm looking to others for their knowledge before I crack open the low level stuff. If you don't give UV coordinates, or just give UV coords of, say, a simple face, would that achieve what I'm attempting here. All I'm after is the ability to have a tile repeated across the face. The anchor points are not important to me, only the scale.
I haven't looked into what the polygon class creates as far as the final GL mesh so this may not work if it's going to need to be painted onto separate triangle instances, but if it's a one-shot draw of a vertex buffer I'm hoping that it might be achievable. It would be a great way to 'wallpaper' any arbitrary shaped object.
Just to illustrate what I'm trying to achieve here...
This would be a terrain, read from a description file and generated as a single polygon object:
This might be the triangulation internally of the polygon, obviously out of my control:
This would be a texture tile that is designed to repeat:
The texture repeated across the terrain to be clipped:
And the final desired goal: