Original Post
Can anyone recommend good reading for how to calculate light maps. I''ve seen some code, but when it doesn''t include comments, it''s a pain to figure out.
I have to believe someone has written some docs on calculating lightmaps and the using them?
I know how to take a lightmap and apply it. The DirectX lightmap demo is pretty easy. But, everyone I''ve spoken to says you need to calculate the lightmaps as a preprocessing step. This is the part that confuses me, how is this done.
Also, maybe I could figure it out if I understood better how more complicated light maps work. using a round lightmap like the directx demo is easy enough, but what about how to handle when you need to mix lightmaps because you have multiple light sources illuminating the same poly. I''ve never seen a well documented sample or descripton of how to take multiple light maps to apply them to different parts of one poly?
Also, are the lightmaps themselves calculated, or is it more the use of the lightmap that is calculated? For example, take a square texture, black at the edges and slowly changing to a white circle at the center. This is a basic lightmap, right. Do other light maps have different shapes or designs, or is one lightmap used and manipulated?
Thanks for any information you can provide.
Larry
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