Hi, I'm currently trying to implement terrain splatting using some code from the TestTerrainSplatting example, and I got some weird effect with blending.
It's like transparency is boolean (either fully transparent / opaque).
The alphastate / texturestate used are the same as in TestTerrainSplatting.
Code for Alphastate :
final AlphaState as = DisplaySystem.getDisplaySystem().getRenderer().createAlphaState();
as.setBlendEnabled(true);
as.setSrcFunction(AlphaState.SB_SRC_ALPHA);
as.setDstFunction(AlphaState.DB_ONE_MINUS_SRC_ALPHA);
as.setTestEnabled(true);
as.setTestFunction(AlphaState.TF_GREATER);
as.setEnabled(true);
Code for TextureState of alpha map
Texture t1 = TextureManager.loadTexture(HeightmapAsset.class.getClassLoader().getResource("jmetest/data/texture/terrain/darkrockalpha.png"), Texture.MM_LINEAR_LINEAR, Texture.FM_LINEAR);
t1.setWrap(Texture.WM_WRAP_S_WRAP_T);
t1.setApply(Texture.AM_COMBINE);
t1.setCombineFuncRGB(Texture.ACF_REPLACE);
t1.setCombineSrc0RGB(Texture.ACS_PREVIOUS);
t1.setCombineOp0RGB(Texture.ACO_SRC_COLOR);
t1.setCombineFuncAlpha(Texture.ACF_REPLACE);
t1.setFilter(Texture.FM_LINEAR);
ts.setTexture(t1, ts.getNumberOfSetTextures());
The grey area on the shots correspond to full transparency (grey quad below terrain), and the darker area shall be semi transparent, but they are opaque. I think I'm missing something rather trivial here.
Code for applying states in a PassNode :
PassNodeState passNodeState = new PassNodeState();
passNodeState.setPassState(ts);
passNodeState.setPassState(as);
splattingPassNode.addPass(passNodeState);


Thanks in advance.
Adrien ASESIO.