How we crawled on the ground:
Due to massive proportions of REFUSION (up to 1 677,72 km2 (40.96x40.96km) ...and more) and the need to reach the „FPS“ quality of terrain for up close view but with „RTS“ freedom and speed of movement, the texturing process is divided into multiple steps:
1) VertexColor - is used for painting the geometry of the terrain in great distance, as far as the horizon:
2) Middle Level - Diffusion and normal textures in format .dds are used for middle distance terrain from the camera:
3) Close Level - Diffusion and normal textures + terrain surface blend mask in format .dds are used for close terrain:
4) Surface types - are determined by the blend mask and are also applied in multiple steps. The cliffs are applied in shader depending on the slope of the terrain and are applied in three steps on the paint granting the under layer textures as explained above:
...to be continued.