With the rapid progress of the texture repository, it’s high time for me to get textures to work in OSM2World. :slight_smile:

We can try something like this, but I have some comments regarding the tagging.

First, I do not think it is a good idea to have tags referring to individual image files. Instead, an ID should refer to a group of image files. So if an user uploads another texture depicting the same paving stone pattern (with different resolution, different lighting, optimized for grayscale rendering or whatever), these should be associated with the same id.
The motivation for for not just replacing the existing image with the “better” texture is that “better” depends on the application - some time in the future you might even want to be able to upload .pov files for raytracing, or an intentionally cartoon-styled set of textures, or any other texture variants. But this should not affect the OSM database. Instead, the tagging just refers to the image group, and management of the variants is handled by the image repository.
In the short term, this means that we can of course start with another column in the table at the wiki, but with the understanding that the ids listed there are not supposed to be uniquely referring to a single image file.

Second, the tagging should use key names consistent with the normal material tagging. One option is to always append a “texture” to the more abstract surface description, which would produce roof:material:texture, building:material:texture, surface:texture and so on.

It’s clearly not an ideal solution, it just has the simple advantage of being available right now. A more elaborate solution would be nice, but somebody would have to set it up and commit to maintaining it.

Yes, we probably need support for that, too. One option might be to use a grayscale texture for the pattern, and apply a shader to combine it with the base color from the building/roof:colour=* tags. I would need to try this to find out whether it looks good.