Texturing splattering on terrain using blending.

Blitz3D Forums/Blitz3D Programming/Texturing splattering on terrain using blending.

the texture based blending would only work if Mark would give you the possibility to enforce given filtering on the texture. then you could filter the blending texture actually to give it smooth outlines instead of blocky ones.

But until this day, there are 2 possible ways:

1. Vertex Alpha Splatting. If you want to get rid of the alpha problem, use an alpha threshold. Normally 0.49+ is used, this will prevent the depth sorting issues to happen normally.

2. Do as Sswifts terrain system, my own old and others do it: split your mesh into chunks of submeshes which use a single baked texture per chunk. This gives you very good detail and good performance but a higher VRAM usage. But if you do that with DDS and DXT compression you should have more or less the fastest possible solution actually.