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A lightmap question

Started by Mulligan 1 reply 200+ views
Original Post
Mulligan
Mulligan
I finished a radiosity lighting algorithim a while ago that created lightmaps for quads. It was used in a level editor that I recently converted to use triangles instead of quads, and thus I have a few questions on changing the algorithim to facilitate the ability to compute lightmaps for triangles. Textures are square (more or less) but triangles are, well, triangular. If I want each triangle to have its own lightmap, do i need to waste half of the lightmap texture because it is never visible? Seems like a waste of memory, but maybee it isnt that big of a hit if my textures are at most 16x16 on really big triangles which rarely occur. If you have any other advice, do tell. Thanks.
DirectXXX
DirectXXX
why dont you render lightmap of two triangles on a single rectangle image. and use uv info to describe triangle lightmap. This will work with both triangles which are adjacent or not to each other.
Leyder Dylan
Leyder Dylan
For comparing, take a look on my website, I''ve a little example with the Dynamic Lightmapping but I use quads instead of triangles but DirectXXX has right ...

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Leyder Dylan (dylan.leyder@slug-production.be.tf
http://www.slug-production.be.tf/
========================Leyder Dylan (dylan.leyder@slug-production.be.tf http://users.skynet.be/fa550206/Slug-Production/Index.htm/

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