anchor.diff:  === Seamless Tiled Textures
   
   
  -image::http://jmonkeyengine.googlecode.com/svn/trunk/engine/test-data/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,with="128",height="128",align="right"]
  +image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Textures/Terrain/BrickWall/BrickWall.jpg[BrickWall.jpg,with="128",height="128",align="right"]
   
   Tiles are a very simple, commonly used type of texture. When texturing a wide area (e.g. walls, floors), you don't create one huge texture – instead you tile a small texture repeatedly to fill the area.
   
  
positive.code: ==== Color Map / Diffuse Map
  
  
  image::jme3/advanced/tank_diffuse_ss.png[tank_diffuse.jpg,with="128",height="128",align="right"]
  
  
  *  A plain image file or a procedural texture that describes an object's visible surface.
  
negative.code: === UV Maps / Texture Atlas
  
  
  image::https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-testdata/src/main/resources/Models/Ferrari/Car.jpg[Car.jpg,with="128",height="128",align="right"]
  
  
  Creating a texture for a cube is easy – but what about a character with a face and extremities? For more complex objects, you design the texture in the same ways as a flat sewing pattern: One image file contains the outline of the front, back, and side of the object, next to one another. Specific areas of the flat texture (UV coordinates) map onto certain areas of your 3D model (XYZ coordinates), hence the name UV map. Using UV Maps (also known as Texture Atlas), one model can have different textures on each side. You create one corresponding UV map for each texture.
  