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Lightmapping Again, Sorry!

Started by Gammastrahler Jun 17, 2002 at 12:56 PM 0 replies 200+ views
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Gammastrahler
Gammastrahler
OK, first let me say that my lightmapping code already works, but it allows me to calculate only for triangles. This means, if i have a surface consisting of many triangles, it is probably wasteful to make a lightmap for each tri, right? what about rendering a single lightmap for a set of coplanar triangles (a surface ? ) how influences this the quality of lightmaps?? and how can i implement this? do i need to take into account each vertex (even when they have equal coords) or can i use just the relevant points that define the polygon for the surface? would be very interseting to hear your opionions and suggestions! thanks Gammastrahler
kill
kill
The lightmaps can and _should_ be significantly smaller then textures. You need a much smaller resolution for a lightmap to still have good quality. So, if you have a surface with a 256x256 texture repeated over it 4 times you can use a 128x128 lightmap for the ENTIRE surface and your lighting will still look very good. This is actually how Quake does it, otherwise there''d be no point in lightmapping in realtime you could just combine the lightmaps and the textures in a preprocessor.

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