Having read in another thread a post by ydnar stating that using a tcmod scale function in each stage of the terrain shader gives a performance hit and you should use ivector in the base shader, I figured I would do that. Sounded pretty straight forward 
So anyway, my problem is that the terrain has a very very high texture repeat factor. So obviously I completely misunderstood both ydnars post and how to use ivector functions. Anyway here’s some of my terrain shader to see if anyone can spot my mistake (yes, the glaringly obvious one
):
textures/subpen/terrain_base
{
q3map_globaltexture
q3map_lightmapaxis z
q3map_lightmapmergable
q3map_lightmapsize 512 512
q3map_lightmapsamplesize 16
q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
//tcmod scale 0.036 0.036
q3map_shadeangle 179
}
textures/subpen/terrain_2
{
q3map_baseshader textures/subpen/terrain_base
surfaceparm landmine
surfaceparm gravelsteps
{
map textures/temperate_sd/rock_graynoise.tga
//tcmod scale 0.036 0.036
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
{
map textures/mp_subpen/rockdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
detail
tcmod scale 1 1
}
}
textures/subpen/terrain_0to1
{
q3map_baseshader textures/subpen/terrain_base
{
map textures/temperate_sd/rock_ugly_brown.tga
//tcmod scale 0.036 0.036
}
{
map textures/mp_subpen/grassy.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaGen vertex
//tcmod scale 0.036 0.036
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
}
{
map textures/mp_subpen/rockdetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
detail
tcmod scale 1 1
}
}
Feel free to point out my error, slap my wrists and then point and laugh as I skulk away into the shadows 
I’m wondering if perhaps there is some compile option or something that is affecting things.