anchor.diff:  
   == Texture Splatting
   
  -When you “slap a texture on a mesh, the whole mesh looks the same. For big meshes (such as terrains) that is undesirable because it looks very boring (your whole landscape would be all rock, or all grass, or all sand). Texture Splatting is a technique that lets you “paint several textures into one combined texure. Each of the splat textures has an opacity value so you can define where it is visible in the final overall texture.
  +When you '`slap`' a texture on a mesh, the whole mesh looks the same. For big meshes (such as terrains) that is undesirable because it looks very boring (your whole landscape would be all rock, or all grass, or all sand). Texture Splatting is a technique that lets you “paint several textures into one combined texure. Each of the splat textures has an opacity value so you can define where it is visible in the final overall texture.
   
   The default material for TerraMonkey is TerrainLighting.j3md. This material combines several texture maps to produce the final custom texture. Remember, Diffuse Maps are the main textures that define the look; optionally, each Diffuse Map can be enhanced with a Normal Map; Alpha Maps describe the opacity of each Diffuse Map used (one color –red, green, blue, or alpha– stands for one Diffuse Map's opacity); Glow and Specular Maps define optional effects.
   
  
positive.code: terrain = new TerrainQuad("terrain", 65, 513, heightmap.getHeightMap());
  terrain.setMaterial(matRock);
  terrain.setLocalScale(2f, 1f, 2f); // scale to make it less steep
  List<Camera> cameras = new ArrayList<Camera>();
  cameras.add(getCamera());
  TerrainLodControl control = new TerrainLodControl(terrain, cameras);
  terrain.addControl(control);
  
negative.code: == Geo Mip Mapping
  
  
  image::jme3/advanced/terrain-lod-high-medium-low.png[The wiremesh of a terrain with visible differences in levels of detail (LOD),width="",height="",align="left"]
  
  
  You have seen GeoMipMapping implemented in games before. This is where the farther away terrain has fewer polygons, and as you move closer, more polygons fill in. The whole terrain is divided into a grid of patches, and each one has its own level of detail (LOD). The GeoMipMapping algorithm looks at each patch, and its neighbours, to determine how to render the geometry. It will seam the edges between two patches with different LOD.
  