Original Post
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