   Geomipmapping, texturing, and lighting
  So I'm in the process of creating a moderately large terrain (we'll throw out the number 1024x1024) to be used in an RTS. I have geomipmapping working pretty good (no crack repair yet), but I can't seem to grasp exactly how I should go about texturing and lighting it all, especially when taking into account the mipmapped chunks of terrain.I think texture splatting sounds good, but I can't quite fully grasp the concept, once again especially concidering the mipmaps.For lighting, static lightmaps would be fine, but I haven't found a sufficient explanation of how it really works. For example, I've seen sites that describe using a lightmap equal in size of the terrain, one pixel for each vertex. But how is this actually applied in the rendering process to get the job done. I'm just frustrated because I understand the concepts behind some of this stuff, just not how to go about actually implementing them. Any help on any of these topics would be much appreciated.By the way, I'm using OpenGL, C++.   