> That would be appreciated. Emilian already reminded me of the normalmap > feature, so it'd be interesting to compare the two and see which one I > prefer.
I don't know if Emilian gave you the notion that these would be competing options or not, but the notion isn't correct. You're not technically restricted to having either a normalmap or a grain texture, the shader allows you to have both, and they also do very different things, so it makes even sense to have both. Think of color variations in smoothly polished wood - these have no distortion of the normal, so you wouldn't do them with a normalmap, but a grain overlay works just fine. You might want to use a grain texture for details which are too small to be explicitly simulated by a normalmap as just color variations (because that's computationally and momory-wise much cheaper to do), but basically if you have surface structure on the size scale of your standard texture, you'd not normally use a grain texture to model them. Cheers, * Thorsten ------------------------------------------------------------------------------ This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel