This test uses 'AdvancedPBRTerrain.j3md' to create a terrain Material with
 more textures than 'PBRTerrain.j3md' can handle.
 Upon running the app, the user should see a mountainous, terrain-based
 landscape with some grassy areas, some snowy areas, and some tiled roads and
 gravel paths weaving between the valleys. Snow should be slightly
 shiny/reflective, and marble texture should be even shinier. If you would
 like to know what each texture is supposed to look like, you can find the
 textures used for this test case located in jme3-testdata. (Screenshots
 showing how this test-case should look will also be available soon so you can
 compare your results, and I will replace this comment with a link to their
 location as soon as they are posted.)
 Press 'p' to toggle tri-planar mode. Enabling tri-planar mode should prevent
 stretching of textures in steep areas of the terrain.
 Press 'n' to toggle between night and day. Pressing 'n' will cause the light
 to gradually fade darker/brighter until the min/max lighting levels are
 reached. At night the scene should be noticeably darker, and the marble and
 tiled-road texture should be noticeably glowing from the emissiveColors and
 the emissiveIntensity map that is packed into the alpha channel of the
 MetallicRoughness maps.
 The MetallicRoughness map stores:
 
 -  AmbientOcclusion in the Red channel 
 
 -  Roughness in the Green channel 
 
 -  Metallic in the Blue channel 
 
 -  EmissiveIntensity in the Alpha channel 
 
 
 The shaders are still subject to the GLSL max limit of 16 textures, however
 each TextureArray counts as a single texture, and each TextureArray can store
 multiple images. For more information on texture arrays see:
 https://www.khronos.org/opengl/wiki/Array_Texture
 Uses assets from CC0Textures.com, licensed under CC0 1.0 Universal. For more
 information on the textures this test case uses, view the license.txt file
 located in the jme3-testdata directory where these textures are located:
 jme3-testdata/src/main/resources/Textures/Terrain/PBR
 
 Notes: (as of 12 April, 2021)
 
 - 
 The results look better with anti-aliasing, especially from a distance. This
 may be due to the way that the terrain is generated from a heightmap, as
 these same textures do not have this issue in my other project.
 
 
 - 
 The number of images per texture array may still be limited by
 GL_MAX_ARRAY_TEXTURE_LAYERS, however this value should be high enough that
 users will likely run into issues with extremely low FPS from too many
 texture-reads long before you surpass the limit of texture-layers per
 textureArray. If this ever becomes an issue, a secondary set of
 Albedo/Normal/MetallicRoughness texture arrays could be added to the shader
 to store any textures that surpass the limit of the primary textureArrays.