I m afraid i have not understand you problem ...
it seem you want make an image from 16 little images?
if yes here some point
1) Generate buffers:
1 for the 16 little images
1 fro the main image
2) Load the tile image into1 buffer ( createImageFromFile(...) )
3) copy the little tiles image into the main image buffer
something like this :
while( TileSrcheight > 0 ){
memcpy(&u4DestImage[iMosaicPos], &u4SrcImg[iPos], ( TileSrcWidth *4)); //Add an entire line of pixwels * color bytes (the image color format)
iPos += (TileSrcWidth );
iMosaicPos += (iDestwidth ) ; //Next Pixeel Row
TileSrcheight --;
}
repeat point 2),3) for every 16 tile images
4) tranform the image buffer nto an Iimage
DrwImgArr = driver->createImageFromData( format ,dimension2d<s32>(Imagewidth, Imageheigh ),u4FullImage,true );
5) generate texture from the image
TeturImgArr = driver->addTexture("ImageBuff", DrwImgArr);
6) add texture to an iGuiImage
UsrImgArr->setImage( TeturImgArr );
Hi
for what i know addTerrainSceneNode(... take as parameter only a file name
may be you colod save the new image into a file?(i never tried it)
or
i saw a thread of 1 month ago about how to load from memory data , but now i don t remember its name, the goal was to override the addTerrainSceneNode function adding code to load from memory