   Terrain Texture Splatting
  Hi,I've realized a geomipmapped terrain and now plan to apply texture splatting to it.Can you tell me the best way to combine up to 4 textures (with according alpha maps) to the terrain?I intend to use one large alpha map (512x512 for a 512x512-terrain for example) per texture and repeat the textures several times over the terrain. However, Charles Bloom proposes to uses high resolution alpha maps and to switch textures every chunk - but isn't switching quite expensive?Also, I don't really know how to blend the terrain geometry if I have to draw several terrain passes (because there more textures than stages).tHx for your answers!   
  Check out this article..Texture Splatting in Direct3D..   ;  yeah I know this article, thanks.But it is only another description of Blooms algorithm and doesn't describe how to blend several geometry passes...   ;  Each texel of the alpha texture should add to one, if its a 16bit texture then the alpha texture can blend up to four textures.   ;  Yop, that's what I found out, too.But what if the graphics card can not handle 4,5 or even 6 (with detail map) texture stages? I believe you have to draw more than one geometry pass, but how do I alphablend them together so that the effect is the same as with one geometry pass and 6 texture stages?   