I take a 'journey' through the levels of Prince of Persia,
although I finished the game months ago,
because of the beauty of the levels
- and because I'm still clueless about
how they did the texture blending
which allows a sheer endless variety.

It must be a combination of blending of textures
as we know it from the terrain shaders of Acknex
and decals and even blending of textures
that got an alpha channel of its own additionally
- BUT -
how do they use such a huge amount of these
- even if you look into the landscape
you still see the decals far away.

Main example of the decals are the scratches on the walls that show you where your hero can run along.

Here are some screenshots from my 'journeys'
because I can't find any in the net that show these blendings properly.

The scratches close to the camera and far away on the walls:
http://puppenheim.org/PrinceOfPersia21.jpg

A combination of texture blending and the blending of sort of decals (the roots):
http://puppenheim.org/PrinceOfPersia38.jpg
http://puppenheim.org/PrinceOfPersia39.jpg
http://puppenheim.org/PrinceOfPersia80.jpg

Blending of grid(you can see through the gaps of the grid) and vegetation texture:
http://puppenheim.org/PrinceOfPersia81.jpg

How can we achieve something like this with Acknex while keeping a decent framerate?