   texture splatting - base texture
  I know you''re all sick of reading these texture splatting posts.  I"m sorry about that.  I was finally able to figure out what bloom meant as far as the weighted averages.  I''m now looking at creating a base texture for teh entire terrain.  Here''s an excerpt from his articlequote:The base texture is filled out bytaking the splats, and making the weighted sum of the pixels from thesplat textures that influence that pixel. That is, combining all thetexture around using the weights computed just like we did for the alphamaps. I was wondering if anyone could offer ideas on the best way to create this base texture.  I was thinking that maybe I could simply render my terrain once onto a texture and use that as the base texture.  From what he''s written, it seems that he somehow reads the pixels from the textures and averages their values?  As always, I appreciate all comments. 
  i do it the following wayevery tile has a base texturenow to blend between 2 tiles i divide my tile int 4 quadswhere the vertex at the center of the original tile contains a weight of 0 for the textures it blends onto the tile from the neightbouring tileand at the vertices at the border of the original have a weight of 0.5 do the same with the neightbouring tile and you get smooth texture transitions ;  Every tile has a base texture?  What do you mean by this?  How do you determine the base texture for each tile?  I think the best way for me to do this is to take my terrain, render once to a texture, and spread that texture across the terrain as a base texture for the low res.  Then I can do detail texturing up close.  The only thing is that I''m a little confused as to how to render my terrain onto a texture.  Since the texture is in orthographic perspective,  would I need to rotate my D3DTS_WORLD above the terrain looking down before I render? ... ;  what i mean is that i don t use a base texture and strech it over the entire terraini have a base(detailed)texture and blend it with several other texturesthe other textures are the base textures of the neightbouring tiles.. ;  Thanks. ;  Hi!I have a question to this topic.. How do i have to set the renderstates to blend the textures with the alpha from the vertices? Could anybody give me an example code?Thanks a lotmisto 