> BTW: I've been discussing with the terragear guys something similar,  
> with a
> texture encoding material info accompanying the btg, and being generated  
> at scenery build time.
> This texture would use a secondary set of texture coordinates, relative  
> to  in-tile position, and would be read in the fragment shader, determining  
> the actual texture patch(es) to be used from a texture-atlas(sheet), and  
> amount of  mixing.

I agree, this would be an even better way to handle the problem. But I guess 
not anytime soon, it sounds like this requires quite a bit of extra work to 
scenery creation.

* Thorsten
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