anchor.diff:  ].
   *  *Quad Tree:* The entire terrain structure is made up of TerrainPatches (these hold the actual meshes) as leaves in a quad tree (TerrainQuad). TerrainQuads are subdivided by 4 until they reach minimum size, then a TerrainPatch is created, and that is where the actual geometry mesh lives. This allows for fast culling of the terrain that you can't see.
   *  *Splatting:* The ability to paint multiple textures onto your terrain. What differs here from JME2 is that this is all done in a shader, no more render passes. So it performs much faster.
  -*  *Real-time editing:* <<sdk/terrain_editor#,TerraMonkey terrains are editable in jMonkeyEngine SDK>>, and you are able to modify them in real time, for example by raising and lowering the terrain.
  +*  *Real-time editing:* xref:sdk:sdk/terrain_editor.adoc[TerraMonkey terrains are editable in jMonkeyEngine SDK], and you are able to modify them in real time, for example by raising and lowering the terrain.
   
   
   === Current Features:
  
positive.code: = TerraMonkey - The jMonkeyEngine Terrain System
  :author:
  :revnumber:
  :revdate: 2016/03/17 20:48
  :relfileprefix: ../../
  :imagesdir: ../..
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  
  
negative.code: *  2 Alpha + 6 Diffuse + 6 Normal + 1 Glow + 1 Specular.
  *  1 Alpha + 3 Diffuse + 3 Normal + 1 Glow + 1 Specular (rest unused)
  
  You can hand-paint Alpha, Diffuse, Glow, and Specular maps in a drawing program, like Photoshop. Define each splat texture in the Alpha Map in either Red, Green, Blue, or Alpha (=RGBA). The JmeTests project bundled in the xref:sdk:sdk.adoc[SDK] includes some image files that show you how this works. The example images show a terrain heightmap next to its Alpha Map (which has been prepare for 3 Diffuse Maps), and one examplary Diffuse/Normal Map pair.
  
  
  == Code Sample: Terrain.j3md
  