anchor.diff:  == Overview
   
   
  -image::http://jmonkeyengine.org/wp-content/uploads/2011/07/terrain-blogpost-july.png[terrain-blogpost-july.png,width="400",height="300",align="right"]
  +//image::http://jmonkeyengine.org/wp-content/uploads/2011/07/terrain-blogpost-july.png[terrain-blogpost-july.png,width="400",height="300",align="right"]
   
   
   TerraMonkey is a GeoMipMapping quad tree of terrain tiles that supports real time editing and texture splatting. That's a mouth full! Lets look at each part:
   
  -*  *GeoMipMapping:* a method of changing the level of detail (LOD) of geometry tiles based on how far away they are from the camera. Between the edges of two tiles, it will seam those edges together so you don't get gaps or holes. For an in-depth read on how it works, here is a pdf link:http://www.flipcode.com/archives/article_geomipmaps.pdf[http://www.flipcode.com/archives/article_geomipmaps.pdf].
  +*  *GeoMipMapping:* a method of changing the level of detail (LOD) of geometry tiles based on how far away they are from the camera. Between the edges of two tiles, it will seam those edges together so you don't get gaps or holes. For an in-depth read on how it works, read link:http://www.flipcode.com/archives/article_geomipmaps.pdf[Fast Terrain Rendering Using Geometrical MipMapping
  +].
   *  *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.
  
positive.code: 
  Here are some common examples what this means:
  
  image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Textures/Terrain/splat/road_normal.png[The Normal Map of one of the terrain textures depicts the bumpiness of a paved surface,width="",height="",align="right"]
  
  
  *  3 Alpha + 11 Diffuse + 1 Normal.
  
negative.code: heightmap = new HillHeightMap(1025, 1000, 50, 100, (byte) 3);
  
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