I'm planning on implementing texture splatting in a project of mine (C# and opengl (tk)) for my terrain.
What is a good way to store my splatting textures? Ideally I would like to store them as data and generate the splatting mask at runtime. What are your thoughts on this, and what would be a good method to generate these masks from the data?
EDIT To clarify: I understood is the designer usually makes a mask and then saves as an image (right?). I would rather save the texture ID per vertex and then generate the mask from that, since I think that would significantly decrease the storage needed.