Thanks to some help from Kelvin from Sun we got terrain splatting working.
You need to use an ordered group, not a decal group if you want to get a
zbuffer test of <=.  The decal group disables the zbuffer test completely.

Here are some screenshots:

http://www.magicosm.net/screenshots/cosm900.jpg
http://www.magicosm.net/screenshots/cosm901.jpg
http://www.magicosm.net/screenshots/cosm903.jpg

It seems to really soak up the framerate, but we have not really analyzed
the performance issues yet.  These pics are taken on a Geforce 4 ti 4600.
Also, the rock texture is doing the pics an injustice since it it is being
scaled up quite high from a lower level.

The engine can also render without splatting:

http://www.magicosm.net/screenshots/cosm905.jpg

I think we can improve the "non splatting" look by dynamically building
higher res textures on demand (Thanks Justin for the idea), but the
splatting approach guarantees our engine will scale for the future.

Dave

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