Quote: "Thanks - but which one?"
I'm using "gg_blend_and_per_pixel.fx", which I think you gave me this thread:
http://forum.thegamecreators.com/?m=forum_view&t=174943&b=1
Quote: "
Your first problem looks like a texture wrapping problem to me and something probably needs to be clamped rather than wrapped. However I can't be sure till I have more details about the shader and the objects. Is that screenshot showing four different terrain objects adjacent to each other? With luck the fix may be simple."
I think it is a texture wrapping problem, because if I look at the other end, it seems that there is a single pixel of the grass painted along the border. So it's almost like I need to shift the texture slightly. Here's some screenshots to show you what I mean.
If I paint one end of the terrain like this:

You can see a single stripe on the other end:
Yep, that screenshot is showing a corner where 4 terrains come together.
Quote: "The built-in DBPro set object normals command (which I assume you're using) knows nothing about what's supposed to happen along the seams between adjacent tiles or limbs."
Yep, that's what I'm using.
Quote: "You will need to calculate those manually which is a pain. That's what I do in some of my Advanced Terrain shader demos. [Edit Actually, thinking about it, that's not quite true - I usually precalculate all the normals in an array for the whole terrain then copy those into each tile or limb as required. Then no averaging is needed.]"
Hmmm, I'm a bit confused at what you mean...how would I go about manually calculate the normals? And the issue with precalculating the normals for all of them is the total size of my terrain is 50x50 mini-terrains, and it could grow larger, so would it be practical? Also, if the terrain is being modified, won't I have to manually recalculate the normal constantly?
Thanks a lot for the help!