I’m currently writing some terrain editing and texturing tools. While researching, I’ve found this interesting paper on the net:
In paragraph 4.2 (Page 5 and 6) they have an idea that solves texturing issues by calculating the mipmaps in a special way. This seems to solve the repetition pattern that is often observable when using texture splatting. To be true, I don’t understand much of what they say there… maybe someone can enlighten me?
Thanks in advance.