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lightmap calculation speed
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Original Post
that''s something you have to live with. and a minute for lighting a whole level really isn''t much. You can make it faster with optimizing, and using an octree or bsp structure for your world, so you don''t have to test a ray against every face. but it will always take some time. and if you add radiosity to it, it will surely take more than a few hours to light a level.
btw. go to gollum.flipcode.com. he made a renderfarm just to compute lightmaps. so radiosity is slow enough to build a render farm for it.
My Site
btw. go to gollum.flipcode.com. he made a renderfarm just to compute lightmaps. so radiosity is slow enough to build a render farm for it.
My Site
think that theres 100000 triangles, 100lights
you''ll have to loop the 100000 triangles 100 times
should be
you''ll have to loop the 100000 triangles 1 time
for allights
for allfaces
if(bLightCanTravelToFace)
calclights()
next
next
you''ll have to loop the 100000 triangles 100 times
should be
for allfaces
for alllights
if(bLightCanTravelToFace)
calclights()
next
next
you''ll have to loop the 100000 triangles 1 time
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