In a GPU Gems 3 article (skip to section 1.5) they solve the issue of texturing terrain at various slopes by using triplanar texturing.
The following image illustrates the problem.
I’ve done something similar to solve the problem of stretching on very steep terrain slopes.
Texture bandwidth on the XBOX 360 is very limited, and triplanar texturing requires 3 lookups per texture (one per plane).
Since there is no way that I can afford that kind of texture bandwidth, I’m projecting from only 2 planes on the rocky cliff texture, and 1 plane for the dead grass texture in the image above (the flattest surface).
What I’ll do with intermediate slopes (triplanar vs single planar) will be decided when I see exactly how much texture bandwidth I have left after adding shadow mapping.