Thanks, Doug. You're exactly right that different parts of the river would have different texture animations. I also plan on offering the player a top-down view along with a 3D view to navigate the river. I didn't even think about just checking the first letter of the texture name to speed things up.

fastlane, I forgot to reply about something you mentioned earlier. You mentioned how the changes might appear jerky as they change. I'll offer something I learned in another project where I had a character walking through rooms full of smoke. As they got closer to the fire the smoke would become denser, and less so as the walked away. I used the floor texture of each room to determine it's smoke density, and the room's smoke density affected a global smoke density. But, I just smoothly ramped between different values like this, and it was virtually unnoticeable:

Code:
 
if(room_smoke_density > current_smoke_density)
{
current_smoke_density += .01;
}
if(room_smoke_density < current_smoke_density)
{
current_smoke_density -= .01;
}



I put this inside a while() loop.

Thanks, Ron