Re: [Flightgear-devel] Textures

2004-10-30 Thread Curtis L. Olson
Paul Surgeon wrote:
I decided to do a little pixel pushing today.
I've created a bush type texture for FlightGear that I used to replace the 
tundra. (BTW - isn't tundra supposed to be an icy climate?)

Screen grabs here :
http://surgdom.hollosite.com/flightgear/flightgear.html
Do people want textures like this in FlightGear?
 

It looks pretty nice to my eyes ... some of the existing textures are 
better than others, so if people can come up with even better looking 
replacements, I'm generally all for it, as long as the new texture is 
representative of the land cover type.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Textures

2004-10-30 Thread Boris Koenig
Paul Surgeon wrote:
Screen grabs here :
http://surgdom.hollosite.com/flightgear/flightgear.html
Do people want textures like this in FlightGear?
I like it !
And I think such images would probably be nice to appear within the
screenshots section, likewise for the recent 747 livery - it's all
about impressing people :-)
...and still it would be good if one could find a compromise to enable
people to customize such settings - so that you can choose what kind
of textures to use.
--
Boris
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Re: [Flightgear-devel] Textures

2004-10-30 Thread Paul Surgeon
On Saturday, 30 October 2004 21:33, Curtis L. Olson wrote:
 It looks pretty nice to my eyes ... some of the existing textures are
 better than others, so if people can come up with even better looking
 replacements, I'm generally all for it, as long as the new texture is
 representative of the land cover type.

 Curt.

Curt, that is one of the things that bugged me a bit.
I had a quick look at the the VMAP0 data that is on the TerraGear website and 
it seems pretty limited when it comes to land cover types.

Do you only use VMAP0 data when generating scenery or do you use land 
cover/use data from other sources too?
Having a list of land types to develop textures against would help a lot.

Also I noticed that the textures in FlightGear seem to be pretty dark.
Is there a design reason for this that I need to take into account?

Paul
P.S. Getting textures to not repeat is hard work and unfortunately I have to 
remove any distinguishing features like houses or isolated roads which is a 
pity.

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Re: [Flightgear-devel] Textures

2004-10-30 Thread Curtis L. Olson
Paul Surgeon wrote:
Curt, that is one of the things that bugged me a bit.
I had a quick look at the the VMAP0 data that is on the TerraGear website and 
it seems pretty limited when it comes to land cover types.
 

It is somewhat limited and low res ...
Do you only use VMAP0 data when generating scenery or do you use land 
cover/use data from other sources too?
Having a list of land types to develop textures against would help a lot.
 

Right now we are only using vmap0.  If you are aware of additional 
sources or better sources (especially if they have worldwide coverage) 
then please let me know.  Given my time constraints, I can't say I'll 
immediately jump on every tip, but land cover is one area where our data 
is somewhat lacking (and very dated.)

Also I noticed that the textures in FlightGear seem to be pretty dark.
Is there a design reason for this that I need to take into account?
 

Be careful, everyone has slightly different monitor gamma ... these can 
shade everything lighter or darker, sometimes significantly ... there 
isn't an easy answer to this since we have no control over the user's 
gamma settings or naturual monitor gamma.  And adjusting for this at the 
application level is generally a *very* bad thing to do.

Paul
P.S. Getting textures to not repeat is hard work and unfortunately I have to 
remove any distinguishing features like houses or isolated roads which is a 
pity.
 

Life is full of trade offs. :-)  Someone from the MSFS dev team posted a 
paper on tips and hints for making textures tile while reducing visible 
repeating artifacts ... I have no idea what the link is, but it might be 
worth a glance if you can dig it up.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Textures

2004-10-30 Thread Paul Surgeon
I just noticed that there are already similar textures like savanna, desert, 
desert1 and wash.

The question I now have is why are all the hills East of SFO mapped to 
tundra?!
I've looked at aerial photos of SFO and tundra is definately the wrong type of 
land cover.
The texture I created comes from textures around Concorde which a few clicks  
West of SFO.

Is VMAP0 data that bad?

Paul

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Re: [Flightgear-devel] Textures

2004-10-30 Thread Erik Hofman
Paul Surgeon wrote:
I just noticed that there are already similar textures like savanna, desert, 
desert1 and wash.

The question I now have is why are all the hills East of SFO mapped to 
tundra?!
I've looked at aerial photos of SFO and tundra is definately the wrong type of 
land cover.
The texture I created comes from textures around Concorde which a few clicks  
West of SFO.
If you look at materials.xml you will see this:
material
 nameGrassCover/name
 nameBareTundraCover/name
 nameHerbTundraCover/name
 nameMixedTundraCover/name
 textureTerrain/tundra.rgb/texture
This means that all material named name are tied to the same texture.
You could try to move the appropriate name into it's own section with a 
reference to your texture file.

Erik
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Re: [Flightgear-devel] Textures

2004-10-30 Thread Paul Surgeon
On Saturday, 30 October 2004 22:55, Curtis L. Olson wrote:
 Right now we are only using vmap0.

What would be helpful is the mappings you use when generating the scenery.
I noticed TerraGear is quite flexible when it comes to mapping the data types 
to the texture types. Do you use a script or do you do it by hand every time?

I'm busy documenting the land to texture type mappings at the moment so that 
we don't end up with a mess.

 Be careful, everyone has slightly different monitor gamma ... these can
 shade everything lighter or darker, sometimes significantly ...

What I find useful is comparing the FG textures with real photos on my 
monitor. Not all but most of the FG textures are very dark.
I also notice that I have to crank up my brightness to 100% when I run FG as 
apposed to the normal 50% for all the other software I use.

 Life is full of trade offs. :-)  Someone from the MSFS dev team posted a
 paper on tips and hints for making textures tile while reducing visible
 repeating artifacts ... I have no idea what the link is, but it might be
 worth a glance if you can dig it up.

I have that article - very useful info.

Thanks
Paul
P.S. Now all we have to do is implement seasonal textures.  :P

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Re: [Flightgear-devel] Textures

2004-10-30 Thread Paul Surgeon
On Saturday, 30 October 2004 23:24, Erik Hofman wrote:
 If you look at materials.xml you will see this:

 material
   nameGrassCover/name
   nameBareTundraCover/name
   nameHerbTundraCover/name
   nameMixedTundraCover/name
   textureTerrain/tundra.rgb/texture


 This means that all material named name are tied to the same texture.
 You could try to move the appropriate name into it's own section with a
 reference to your texture file.

That's weird.
Why do we map everything to one texture when we already have appropriate 
textures that we can use?
Let me go hash them up a bit.  :)

Paul

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RE: [Flightgear-devel] Textures

2004-10-30 Thread Norman Vine
Curtis L. Olson writes:
 
 Paul Surgeon wrote:
 
 Curt, that is one of the things that bugged me a bit.
 I had a quick look at the the VMAP0 data that is on the TerraGear website and 
 it seems pretty limited when it comes to land cover types.
   
 
 
 It is somewhat limited and low res ...
 
 Do you only use VMAP0 data when generating scenery or do you use land 
 cover/use data from other sources too?
 Having a list of land types to develop textures against would help a lot.
   
 
 
 Right now we are only using vmap0.  If you are aware of additional 
 sources or better sources (especially if they have worldwide coverage) 
 then please let me know.  Given my time constraints, I can't say I'll 
 immediately jump on every tip, but land cover is one area where our data 
 is somewhat lacking (and very dated.)

I can't think of a better vextor global data  except for vmap1 

For the US their is much better data from the USGS
for example 
http://gisdata.usgs.gov/mapservices.asp?CategoryName=Land%20Cover

This service has come on line since we designed the
Scenery Generation tools
http://glcf.umiacs.umd.edu/index.shtml

Norman

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Re: [Flightgear-devel] Textures and the Transparency Mask

2004-07-15 Thread Erik Hofman
Innis Cunningham wrote:
The size of the model does not seem to effect frame rates in FG.I get 
nearly
the same rate if I use the cessna or the an225.I have tried with the 
fuselage
double sided and single sided the frame rates seem to be the same.
There are others though for which this is becoming a problem...
Erik
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Re: [Flightgear-devel] Textures and the Transparency Mask

2004-07-15 Thread Innis Cunningham
 Erik Hofman writes
Innis Cunningham wrote:
The size of the model does not seem to effect frame rates in FG.I get 
nearly
the same rate if I use the cessna or the an225.I have tried with the 
fuselage
double sided and single sided the frame rates seem to be the same.
There are others though for which this is becoming a problem...
The thing is is it the total number of vertices/surfaces in the model
that determines the frame rate or is it also dependant on if the model
is double sided or single sided.
I guess what I am asking is if two models have the same amount of vertices
/surfaces do they place the same load on the system.
Erik
Cheers
Innis
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Re: [Flightgear-devel] Textures and the Transparency Mask

2004-07-15 Thread Erik Hofman
Innis Cunningham wrote:
The thing is is it the total number of vertices/surfaces in the model
that determines the frame rate or is it also dependant on if the model
is double sided or single sided.
Both. Double sided objects count for the fillrate. Using singe sided 
polygons can speed up rendering for a maximum of 150%. Some cards are 
limited to the number of vertices that can be rendered per second.

I guess what I am asking is if two models have the same amount of vertices
/surfaces do they place the same load on the system.
That also depends. A small object will be rendered faster than a big 
object (because of pixel fill rate), but only if they are at an equal 
distance from the viewer.

Erik
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RE: [Flightgear-devel] Textures and the Transparency Mask

2004-07-14 Thread Vivian Meazza


Innis Cunningham wrote


 Hi All
 I have run into a bit of a problem using the transparency
 mask.
 Firstly I have an engine texure that when the mask is
 not present the texure is quite smooth but when I
 add the mask to the texture the side of the engine
 looks like a series of planks laid side by side(probably
 a bad explanation).Has anyone else experienced
 anything like this.

No.

 Secoundly when I look through the transparent
 Windows I can see some parts of the fuselage interior
 and some parts not(the fuselage is 2 sided).The other
 day I was modifying the model and I got most of the interior
 to show through the widows.But then I moded it again and now
 only part of the fuselage shows again.It is like the transparency needs
 to see the parts of the model in a certian order but I have not been
 able to figure out how to do it.
 Has anybody got any ideas on this.
 If I place myself inside the fuselage and look around every thing looks
 fine.All I can see is the interior of the plane but if I look in through a
 window then I see the effect described above.
 Any help greatly appreciated


The transparent object must come after the objects you wish to see through
it. You can adjust the order in AC3D or by means of an animation in the
model file. Have a look at the Hunter data and you will see where the
cockpit canopy comes. Basically, at the end, but window frames are a problem
sometimes.

Regards

Vivian 




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Re: [Flightgear-devel] Textures and the Transparency Mask

2004-07-14 Thread Frederic Bouvier
Innis Cunningham wrote:

 Hi All
 I have run into a bit of a problem using the transparency
 mask.
 Firstly I have an engine texure that when the mask is
 not present the texure is quite smooth but when I
 add the mask to the texture the side of the engine
 looks like a series of planks laid side by side(probably
 a bad explanation).Has anyone else experienced
 anything like this.
 Secoundly when I look through the transparent
 Windows I can see some parts of the fuselage interior
 and some parts not(the fuselage is 2 sided).The other
 day I was modifying the model and I got most of the interior
 to show through the widows.But then I moded it again and now
 only part of the fuselage shows again.It is like the transparency needs
 to see the parts of the model in a certian order but I have not been
 able to figure out how to do it.

 Has anybody got any ideas on this.
 If I place myself inside the fuselage and look around every thing looks
 fine.All I can see is the interior of the plane but if I look in through a
 window then I see the effect described above.
 Any help greatly appreciated


In order to see what is behind a transparent surface, the things behind
must be drawn *before* the transparent surfaces. This is true if the
non transparent surfaces come before the transparent one in the model.
You can do this by reordering part with the modeler ( I think ac3d as
a panel to do this ) or by ordering them with animations in the xml
file as I describe in a previous thread.

It is sometime hard to have the correct ordering for both sides so
I prefer to have two single-sided object rather than a single
double-sided one. This way, I can tweak ordering independantly for
all view directions. This was especially useful for the bridge that
make a great use of transparent textures ( look at east bay bridge
to see what I mean ).
HTH

-Fred



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Re: [Flightgear-devel] Textures and the Transparency Mask

2004-07-14 Thread Innis Cunningham
Thanks Fred and Vivian
What I have is a full fuselage object that has a texture
with a mask applied to add the transparent windows.
As the fuselage is all one object I cant move it up or
down.
What I will try is to fragment the fuselage and move the surfaces
that will be tranparent to the bottom and re merge the object
and see what happens.
Thanks again
Cheers
Innis
 Frederic Bouvierwrites
In order to see what is behind a transparent surface, the things behind
must be drawn *before* the transparent surfaces. This is true if the
non transparent surfaces come before the transparent one in the model.
You can do this by reordering part with the modeler ( I think ac3d as
a panel to do this ) or by ordering them with animations in the xml
file as I describe in a previous thread.
It is sometime hard to have the correct ordering for both sides so
I prefer to have two single-sided object rather than a single
double-sided one. This way, I can tweak ordering independantly for
all view directions. This was especially useful for the bridge that
make a great use of transparent textures ( look at east bay bridge
to see what I mean ).
HTH
-Fred

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Re: [Flightgear-devel] Textures and the Transparency Mask

2004-07-14 Thread Lee Elliott
Are you trying to do the passenger cabin windows or the cockpit windows?

For the cockpit/flightdeck, you're really going to have to model the windows 
and frames - this can be tricky work but it's really the only way to get a 
decent VC environment.

For the passenger cabin windows, I think it's better not to make them 
transparent at all and fake them with a suitable picture or just a colour 
shade - usually a simple dark black-blue colour is ok.

The problem with trying to make windows using transparency is that when you 
look through the windows from the outside, looking into the fuselage, you'll 
be seeing the back-face of the polys making up the other side of the 
fuselage.  If you're using single-sided polys the other side of the fuselage 
will not be rendered, so you'll see straight through to the land or sky 
behind - looks odd.  I can't remember exactly what happens if you use 
double-sided polys, but think there were problems with that approach too, 
quite apart from increasing the render work-load.

Splitting the fuselage into left and right hand sides only works from one side 
- the order is wrong from the other side.

Trying to do the cockpit using transparency brings all the above problems plus 
the inevitable 'fade' between transparent and non-transparent objects.

LeeE

On Wednesday 14 July 2004 14:02, Innis Cunningham wrote:
 Thanks Fred and Vivian
 What I have is a full fuselage object that has a texture
 with a mask applied to add the transparent windows.
 As the fuselage is all one object I cant move it up or
 down.
 What I will try is to fragment the fuselage and move the surfaces
 that will be tranparent to the bottom and re merge the object
 and see what happens.
 Thanks again
 Cheers
 Innis

   Frederic Bouvierwrites

 In order to see what is behind a transparent surface, the things behind
 must be drawn *before* the transparent surfaces. This is true if the
 non transparent surfaces come before the transparent one in the model.
 You can do this by reordering part with the modeler ( I think ac3d as
 a panel to do this ) or by ordering them with animations in the xml
 file as I describe in a previous thread.
 
 It is sometime hard to have the correct ordering for both sides so
 I prefer to have two single-sided object rather than a single
 double-sided one. This way, I can tweak ordering independantly for
 all view directions. This was especially useful for the bridge that
 make a great use of transparent textures ( look at east bay bridge
 to see what I mean ).
 HTH
 
 -Fred
 
 
 
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Re: [Flightgear-devel] Textures and the Transparency Mask

2004-07-14 Thread Frederic Bouvier
Lee Elliott wrote:


 Splitting the fuselage into left and right hand sides only works from one
side
 - the order is wrong from the other side.

And the normals are not matching at the join so there is clearly a seam
and an illumination artefact between the two sides. This is pretty evident
on the 737. You can avoid this by joining the two sides and removing the
duplicated vertices.

-Fred



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Re: [Flightgear-devel] Textures and the Transparency Mask

2004-07-14 Thread Innis Cunningham
Thanks Lee
 Lee Elliott writes
Are you trying to do the passenger cabin windows or the cockpit windows?
Both
For the cockpit/flightdeck, you're really going to have to model the 
windows
and frames - this can be tricky work but it's really the only way to get a
decent VC environment.
What I have now is not bad and will do till the VC is done.
For the passenger cabin windows, I think it's better not to make them
transparent at all and fake them with a suitable picture or just a colour
shade - usually a simple dark black-blue colour is ok.
I can do that but will have a play and see how close I can get.It if it 
still
looks bad I will do what you say.Its just a matter of changing the mask.

The problem with trying to make windows using transparency is that when you
look through the windows from the outside, looking into the fuselage, 
you'll
be seeing the back-face of the polys making up the other side of the
fuselage.  If you're using single-sided polys the other side of the 
fuselage
will not be rendered, so you'll see straight through to the land or sky
behind - looks odd.  I can't remember exactly what happens if you use
double-sided polys, but think there were problems with that approach too,
quite apart from increasing the render work-load.

The size of the model does not seem to effect frame rates in FG.I get nearly
the same rate if I use the cessna or the an225.I have tried with the 
fuselage
double sided and single sided the frame rates seem to be the same.

Splitting the fuselage into left and right hand sides only works from one 
side
- the order is wrong from the other side.

Trying to do the cockpit using transparency brings all the above problems 
plus
the inevitable 'fade' between transparent and non-transparent objects.
I guess we will be able to see how bad this is when I give the model to
David Culp for the hangar.I think the airplane folder is big enough already 
in the
base package.
LeeE
Cheers
Innis
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re: [Flightgear-devel] Textures model question

2003-08-14 Thread David Megginson
Matevz Jekovec writes:

  1) How do I export textures from Blender to FlightGear (and
  set/preserve mapping coords)

Just stick the texture file in the same directory as the *.ac model.
Make sure that the texture file is in a format that plib can use (like
*.rgb), and that its dimensions are powers of two.

  2) I have those white lines (maybe very lit faces, I'm not sure) 
  noticable on wings, air intakes, stabilizators and tail. Any ideas what 
  are those and how do I get rid of them? (looks good in Blender
  though)

Those might be extra edges with no faces attached -- plib draws them
as lines.

  3) Where can I get manuals or info for FlightGear aircraft structures, 
  controled surfaces, physic files etc.

That's the biggie.  YASim's a lot easier to get started -- for the
physics, pick the YASim file closest to your aircraft (from
$FG_ROOT/Aircraft-yasim/) and start modifying it.  For the animations,
look at some of the existing files to get started.


All the best,


David

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Re: [Flightgear-devel] Textures model question

2003-08-14 Thread Frederic Bouvier
Matevz Jekovec wrote:
 Greetings to all.
 I'm doing my J-22 model in Blender for quite some time now and I already 
 managed to export it to FlightGear (just replaced ufo.ac model with my 
 one:)). Now I have some n00b qustion:
 1) How do I export textures from Blender to FlightGear (and set/preserve 
 mapping coords)

Just copy the texture file where you put the .ac file.
You can hand edit the .ac file to remove the absolute path but it is
not mandatory.

 2) I have those white lines (maybe very lit faces, I'm not sure) 
 noticable on wings, air intakes, stabilizators and tail. Any ideas what 
 are those and how do I get rid of them? (looks good in Blender though)

This is a problem with the .AC loader of PLIB that don't recognize
sharp edge and want to smooth the entire object. The only cure so far
is to split objects along sharp edges.


 3) Where can I get manuals or info for FlightGear aircraft structures, 
 controled surfaces, physic files etc.

Look for .xml files near .ac files where there are tags named 
animation.../animation

There is a quick guide here :
http://www.flightgear.org/Docs/fgfs-model-howto.html

 
 Here are some screenshots from Blender:
 http://www2.arnes.si/~mjekov/tmp/blender-001.jpg
 http://www2.arnes.si/~mjekov/tmp/blender-002.jpg
 
 and FlightGear:
 http://www2.arnes.si/~mjekov/tmp/fg-001.jpg
 http://www2.arnes.si/~mjekov/tmp/fg-002.jpg
 http://www2.arnes.si/~mjekov/tmp/fg-003.jpg
 http://www2.arnes.si/~mjekov/tmp/fg-004.jpg
 http://www2.arnes.si/~mjekov/tmp/fg-005.jpg

The loader don't find the texture file and it smooth the edges.

-Fred



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