anchor.diff:  
   === Procedural Textures
   
  -A procedural texture is generated from repeating one small image, plus some pseudo-random, gradient variations (called Perlin noise). Procedural textures look more natural than static rectangular textures, and they look less distorted on spheres. On big meshes, their repetitiveness is much less noticable than with tiled seamless textures. Procedural textures are ideal for irregular large-area textures like grass, soil, rock, rust, and walls. Use the <<sdk/neotexture#,jMonkeyEngine SDK NeoTexture plugin>> to create them.
  +A procedural texture is generated from repeating one small image, plus some pseudo-random, gradient variations (called Perlin noise). Procedural textures look more natural than static rectangular textures, and they look less distorted on spheres. On big meshes, their repetitiveness is much less noticable than with tiled seamless textures. Procedural textures are ideal for irregular large-area textures like grass, soil, rock, rust, and walls. Use the xref:sdk:neotexture.adoc[jMonkeyEngine SDK NeoTexture plugin] to create them.
   
   
   image::wp-uploads/neotexture-2.jpg[neotexture-2.jpg,width="380",height="189",align="center"]
  
positive.code: 
  You create a Cube Map to represent your environment; Sphere Maps are also possible, but often look distorted. Basically you give the environment map a set of images showing a "`360°`" view of the background scene – very similar to a skybox. The renderer maps the environment on the texture of the reflective surface, which results in an acceptable "`glass/mirror/water`" effect. Just like a skybox, the reflection map is static, so dynamic things (such as the player walking) are not part of the reflection. (!)
  
  See also: <<jme3/advanced/water#,Water>>.
  
  
  === MIP Map Texture
  
negative.code: = 3D Game Development Terminology
  :revnumber: 3.0
  :revdate: 2020/07/13
  
  
  Before you start, make certain you are familiar with the following concepts and terminology.
  