>I got the old Hi-rez shimmer in 10 bears
>arena.
I ran into that same problem. Heres the problem:
The shimmering you see is an artifact caused by high frequency detail in your image. The only solution currently is to essientially apply a low-band filter to the image. Reduce contrast, smooth out detail. Frankly, that seems insane to me. There is no way I'm going to intentially throw away high contract detail in my texture.
I think the real answer here is to add mip-mapping to the graphics engine. Mip-mapping basically takes your high detail bitmap and creates X number of progressivly smaller "low-band" copies of the original image. These low-band copies are applied to polys futher out from the viewpoint to avoid aliasing artifacts (shimmering) while maintaining the hi-res, hi-contrast detail in your up close textures. I assume that AH has Direct3D IM somehwere as its base technology? I believe that D3D natively supports mip-mapping. It would IMHO, be well worth the effort to utilize it.
Regards,
Wab
[This message has been edited by AKWabbit (edited 09-29-2000).]