Here's an interesting paper from a MS combat sim artist on creating tilable textures while minimizing repeating artifacts:
http://www.gdconf.com/archives/proceedings/2000/arts_papers.html At some point the flightgear project needs an aspiring artist to create a nicer set of textures that fit together fairly well. If anyone wants to jump on this right away, here are a couple tips. - The file $FG_BASE/materials defines all the various material properties used by flightgear and specifies which texture file to use and the area of coverage (scale) of the texture. - At one point we were playing around with 1024x1024 textures but consider that a single RGB texture at that resolution with mipmapping turned on can consume about 6Mb of your cards RAM so I think in general we should shoot for 256x256 resolution ground cover textures for general distribution. Thanks, Curt. -- Curtis Olson Intelligent Vehicles Lab FlightGear Project Twin Cities [EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel