One way is to create a quad that's of the same dimensions as the camera range (or slightly larger). Then you position the quad at the same location (on X/Z axis) as the camera and offset it by the length of the texture scale.
If you take a look at the JV-ODE Car Demo, you can see the following code...
DrawPlane(PivotX-(PivotX Mod 20),0,PivotZ-(PivotZ Mod 20))
The PivotX and PivotZ are the camera coordinates and 20 is the length of the texture in relation to the size of the quad.
It's the same principle as tiled scrolling in 2D 360 shooters etc.
If you take a look at the JV-ODE Car Demo, you can see the following code...
DrawPlane(PivotX-(PivotX Mod 20),0,PivotZ-(PivotZ Mod 20))
The PivotX and PivotZ are the camera coordinates and 20 is the length of the texture in relation to the size of the quad.
It's the same principle as tiled scrolling in 2D 360 shooters etc.