I'm currently reimplementing the game glest in java using the jmonkey engine.
I got a bit strucked now, because I complely don't know how the textures for the terrain are precalculated.
What i have in glest is a group of compatible and tiling textures for every sort of ground.
These groups are used randomly. With this i can easily setup the textures for the ground but glest does something more ...
if there are two different types of ground textures next to another the texture borders are shown some kind of smooth.
Now for my question:
How is something like this done in general? Is the texture for the whole ground one huge texture? Or is every tile bound to its texture coordinates and the fade out on the borders is done with a trick?
I also read something about "splatting" http://en.wikipedia.org/wiki/Texture_splatting
Is this the right way to go?