anchor.diff:  
   Adds a new texture layer to the terrain. The will be drawn over top of the other texture layers listed above it in the list.
   
  -image:sdk/sdk-terrain-addtexture.png[sdk-terrain-addtexture.png,width="",height=""]
  +image:sdk-terrain-addtexture.png[sdk-terrain-addtexture.png,width="",height=""]
   
   
   === Changing the diffuse texture
   
   Click on the diffuse texture image in the texture table. This will pop up a window with the available textures in your assets directory.
   
  -image:sdk/sdk-terrain-editdiffuse.png[sdk-terrain-editdiffuse.png,width="",height=""]
  +image:sdk-terrain-editdiffuse.png[sdk-terrain-editdiffuse.png,width="",height=""]
   
   
   === Adding a normal map to the texture layer
   
   When you add a texture layer, by default it does not add a normal map for you. To add one, click on the button next to the diffuse texture for that texture layer. This will pop up the texture browser. Select a texture and hit Ok, and you are done. +
  -image:sdk/sdk-terrain-addnormaltexture.png[sdk-terrain-addnormaltexture.png,width="",height=""]
  +image:sdk-terrain-addnormaltexture.png[sdk-terrain-addnormaltexture.png,width="",height=""]
   
   
   === Removing a normal map from the texture layer
  
positive.code: 
  There are a few things your code needs to do to load the terrain.
  
  *  You must first use the asset manager to load the scene, see the <<jme3/beginner/hello_asset#,hello asset tutorial>>.
  *  The terrain (as you can see on the left in the editor) is a sub-node of the scene, so you have to write code to investigate the child nodes of the scene until you find the node that is the terrain, see <<jme3/the_scene_graph#,this tutorial for scene graph concepts>>.
  *  You also have to set the camera on the LOD control in order for it to work correctly:
  
  [source,java]
  
negative.code: === Changing the texture scale
  
  The field in the table to the right of the diffuse and normal textures for your texture layer is the scale. Changing that value changes the scale of the texture. +
  image:sdk-terrain-texturescale.png[sdk-terrain-texturescale.png,width="",height=""] +
  You will notice that the scale changes when you switch between Tri-Planar and normal texture mapping. Tri-planar mapping does not use the texture coordinates of the geometry, but real world coordinates. And because of this, in order for the texture to look the same when you switch between the two texture mapping methods, the terrain editor will automatically convert the scales for you.
  Essentially if your scale in normal texture coordinates is 16, then for tri-planar gets converted like this: 1/terrainSize/16
  
  