[Flightgear-devel] creating tilable textures

2001-11-29 Thread Curtis L. Olson
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

Re: [Flightgear-devel] creating tilable textures

2001-11-29 Thread Curtis L. Olson
Curtis L. Olson writes: 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 Let me reply to myself here and say that you want the paper entitled

re: [Flightgear-devel] creating tilable textures

2001-11-29 Thread David Megginson
Curtis L. Olson writes: - 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

Re: [Flightgear-devel] creating tilable textures

2001-11-29 Thread Erik Hofman
David Megginson wrote: Curtis L. Olson writes: - 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

Re: [Flightgear-devel] creating tilable textures

2001-11-29 Thread David Findlay
On Fri, 30 Nov 2001 05:04, you wrote: Curtis L. Olson writes: - 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