   My last question about splatting...
  Hi folks...Now I use a semi-splatting method for my terrain...I make one texture from four textures with a simple tool, then I apply this one on all my terrain.It is enough fine... but to make a good job, I must apply a detailed texture.Ok, it''s easy...but 1 detailed texture is not sufficient, because in a terrain there are various types of elements ( sand, grass, etc )...so I need many detailed textures...To use many detailed textures I must use a real-splatting, i.e to generate one texture from more textures on the fly....now... my question is:in this case must I cut my terrain in a lots of chuncks, and then to apply splatted-texture on each chunck?if this is true, this is bad, because it decreases my FPS... now I use chuncks of 64x64, after I''ll must use chuncks of 8x8 with texture of 256x256 .. or details will be too much low..Perhaps I''ve mistaken something? Or I can follow this way?thanks and good bye 
  I thought texture splatting uses alpha values and redrawing the same terrain chunk multiple times to mix textures?Shure that generating textures on the fly is the right way to go?I would definitely try to mix them in the framebuffer.;quote:redrawing the same terrain chunk multiple times MUAHAHAHhhaha after 100th times, I''ve finally understand http://www.cbloom.com/3d/techdocs/splatting.txt;quote:Original post by BlueChip  quote:redrawing the same terrain chunk multiple times MUAHAHAHhhaha after 100th times, I''ve finally understand http://www.cbloom.com/3d/techdocs/splatting.txt Yeah, understanding Bloom''s algorithm in that paper is pretty... Well, it''s kind of a daunting task (to say the very least).It''s a great algorithm though. Glad you understand it; and we better see some screenshots from you in the near future.  Trent Polackwww.polycat.netThe Best Blog in the Universetrent@polycat.netAuthor of Focus on 3D Terrain Programming