Hi Adrian

I think quality textures like yours goes directly to the main repo ? On 
the other hand I heared there is probably central "scenery repo" coming 
up (a separate repository and/or database). Maybe also for developing 
textures and to store "origins" or base material ?

Green as I am I started such a database once myself (landcovertex). But 
without success, it needs to be close to the main project and at least 
2-3 people working there. Textures can go from there to the main repo 
when texture "packs" are ready, when textures are classified and when 
changes to materials.xml are applied. I might be wrong, but in my point 
of view changing one single texture makes almost no sense for world 
scenery. And Git, images, heavy blobs ! ... as you mentioned once 
yourself, looking to texture blobs with git does not make a lot of 
sense. Thats why I still propose a "texture developing database/gallery" 
where main work is done, beside of a repository.

Cheers, Yves

Am 22.11.11 12:04, schrieb Adrian Musceac:
> Hi everybody,
> I have been doing recently some terrain textures experiments, mainly using
> aerial imagery from USGS and some personal photographs. I have managed to get
> a number of high resolution textures, and was wondering what the official
> policy is regarding terrain, and whether they would be eligible to be added to
> the main repository as is, or whether there is an alternative repository just
> for texture work.
>
> This forum thread contains screenshots of some of these new textures:
> http://www.flightgear.org/forums/viewtopic.php?f=5&t=14254
>
> Cheers,
> Adrian
>
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All the data continuously generated in your IT infrastructure 
contains a definitive record of customers, application performance, 
security threats, fraudulent activity, and more. Splunk takes this 
data and makes sense of it. IT sense. And common sense.
http://p.sf.net/sfu/splunk-novd2d
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