#World
HeightMapTexture,HeightMapSurface = LoadSurfaceTexture('Data/
Landscapes/'+World+'/HeightMap.png',Surface=True,filter=False)
WorldTexture = LoadSurfaceTexture('Data/Landscapes/'+World+'/
Texture.png')
dlSeaBed = glGenLists(1)
glNewList(dlSeaBed, GL_COMPILE)
glPushMatrix()
glDisable(GL_LIGHTING) #presently no lighting data
glBindTexture(GL_TEXTURE_2D,WorldTexture)
width = HeightMapSurface.get_width()
fwidth = float(width)
height = HeightMapSurface.get_height()
fheight = float(height)
Data = LandscapeData.main(World)
for z in xrange(height-1):
glBegin(GL_TRIANGLE_STRIP)
for x in xrange(width):
glTexCoord2f(x/fwidth,z/fheight)
glVertex3f(x,Data[z][x],z)
glTexCoord2f(x/fwidth,(z+1)/fheight)
glVertex3f(x,Data[z+1][x],z+1)
glEnd()
glEnable(GL_LIGHTING)
glPopMatrix()
glEndList()