Original Post
Just wondered if anyone has experimented with this.
Lets say you have a level with a dark room and a door...the door opens up into a brightly light room...so bright that the light comeing from it should illuminate part of the dark room when the door is open...
But some game engines won''t simulate this lighting change unless the room is dynamicly light...which can eat up processor time.
So I thought about surfaces haveing multiple lightmaps...and blending between them at runtime...for example when the door to the dark room is closed...the room surfaces use one lightmap...when the door is open...they use another...when the door is moveing between open/close...the engine will blend the two lightmaps together depending on how far to the extreams the door has moved...
Has anyone tried this?