Original Post
I would like to add texture splatting to my heightmapped terrain. I would like my program to run on my old pc, which uses a crappy NVidia TNT2. So for my first attempt, I would like to accomplish this without shaders or the multitexture extension. This leaves me with a multipass implementation (if there is a single pass solution that doesn't rely on extensions, that would be great too). To simply this discussion, I would like to discuss how this would be done using a texturemapped quad. My textures available to these quads are all packed into 1 tga image (just a bunch of texture tiles). My initial idea is that this multipass texture splatting will use blending to combine the alpha channel of one texture tile with the base texture of another tile. After blending those two textured quads ontop of eachother, I could place that quad ontop of the original base textured quad. To be honest, I've never (successfully) combined the alpha channel of one texture and applied/blended it to another. I'm not sure what the blend blend function parameters would be, as I've been having trouble getting this to come out right. Is this a viable solution? Are there better practices? Thanks.