> Also my loading does MipMap as well for the sake of speed over > distances.
this fella says it best: "The two main problems with texture mapping are the following: - if a texel covers many pixels, you get a patchwork quilt of the texture. - if a pixel covers many texels, you get ugly flashing artifacts." (http://xarch.tu-graz.ac.at/home/rurban/news/comp.graphics.algorithms/gfx/gfx1.html#mip) mipmapping is far more important for preventing texture aliasing than for reducing render times on distant objects. still very impressed that you're conning the HL engine into doing what you want without any waste. respect :) -randomnine- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

