Original Post
Many questions...
1. What is the best way to tackle lighting. I''ve been thinking of using the old 2d lightmaps but if I use them, what is the best ratio of world coordinates to image size. I want detail but I don''t want massive levels. Also, what is the best way to add dynamic lighting to light maps? Render a seperate texture the same size and blend it? I understand how to but I just don''t know the practicality of it all!
2. What is the best way to use T&L verticies. I read that UT2k3 uses them for the multitudes of static objects but how exactly? I still should have thought a ton of transformation would be needed for the objects are stored externally just with, presumably, a position and oriantation within the level.
3. How can I go about using vertex and pixel shaders practically? I''ve read about them, I''ve experimented with them, but what is the best way to use them in a real-time application? I heard that pixel shaders are often used to blend lightmaps, bump maps and textures together. I really need to know how efficient they are.
4. How should I implament shadows? There are many techniques but I have no idea which is the best one and how to implament it into an application''s rendering phase.
5. What is the best way to cull? I have made myself a CSG level editor and I was thinking of using portals between large sectors, and because there are solid things in the middle and objects, frustrum cull using the outline of them for it. Would that be fast enough or should I go for BSP? This is primarily for indoor.
6. Finally, should I bother to learn DX8 or is ) on the way very soon? I really need a site for intermediate tutorials.