	glNewList( m_GroundListBase, GL_COMPILE );						// Start Building A List
	{
		{
			for ( DWORD y = 0; y < m_Height*m_TessLevel; y++ )
			{
				for ( DWORD x = 0; x < m_Width*m_TessLevel; x++ )
				{
					if ( !(x % m_TessLevel) )
						glBindTexture  ( GL_TEXTURE_2D, m_Texture[m_TextureData[x/2]+(y/2)*2] );
					glBegin(GL_QUADS);								//Use A Quad For Each Character
					glTexCoord2f(0,0);								//Texture Coord (Bottom Left)
					glVertex3f  (0,0,0);							//Vertex Coord (Bottom Left)
					glTexCoord2f(1,0);								//Texture Coord (Bottom Right)
					glVertex3f  (m_TileWidth,0,0);					//Vertex Coord (Bottom Right)
					glTexCoord2f(1,1);								//Texture Coord (Top Right)
					glVertex3f  (m_TileWidth,m_TileWidth, 0);		//Vertex Coord (Top Right)
					glTexCoord2f(0,1);								//Texture Coord (Top Left)
					glVertex3f  (0,m_TileWidth,0);					//Vertex Coord (Top Left)
					glEnd();										//Done Building Our Quad (Tile)

					glTranslatef( m_TileWidth, 0, 0 );				//Move right one tile...
				}//x
				glTranslatef( -m_TileWidth*m_Width*m_TessLevel, 0, 0 );//The carriage return...
				glTranslatef( 0, m_TileWidth, 0 );					//and the feed!
			}//y
		}
	}
	glEndList();													// Done Building The Display List
