Hello,

> Thomas Albrecht wrote:
> > Dear all,
> > 
> > I also tried the textranslate method, but when I put
> the day/night
> > textures, say van.png and van_LIT.png each 256 x 256),
> into one file (512
> > x 256) and make up an .xml as described in the wiki,
> both day and night
> > textures look distorted in FG.
> > 
> > I assume the mapping specified in the .ac is no longer
> correct when I
> > change the size of the texture file? I have no
> experience with UV mapping
> > though.
> > 
> > Any ideas?
> > Tom
> You would have to remap the respective faces to use just
> half of the texture. 
> Otherways they use the whole texture and what you see as
> distorted is in fact 
> both day and night displayed at once.
> Using separate files induces a slight delay as the night
> texture is loaded, and 
> it's mipmaps get generated but might help with memory
> usage, as you're using 
> only half the videoram than with the big two-in-one.
> 
> HTH
> Emilian.
> 

@Tom: 
The article in the wiki is outdated. Indeed nighttextures with textranslate are 
working in GIT since a whole while. If it works without textranslating, like 
described in the wiki-article, I can't tell.
Never tried yet. 

With textranslate you have to change the UVmap. Means, when you have put night 
and day textures beside (x-direction) into one texture file, the UVMap has to 
be reduced in size (in x-direction) exactly the half.
You may want to take a look into FGdata/Models/Airport to see how it works.

@Emilian:
According to Tim Moore, FGFS's graphic specialists it is recommended to have 
large texture files, instead many smalls.

See also here: http://wiki.flightgear.org/Howto:_Improve_Framerates

Cheers
Heiko



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