Original Post
Hello, I recently stumbled accross the hemispheric lighting tutorial in the DirectX SDK, and I find it an impressive and easy upgrade from the traditional ambient lighting model. Now, all the shader code made sense, but there's one thing they left out... Calculating the occlusion term. The one thing I'm beginning to notice about the SDK samples is that they cheat a lot. In this case, they used a .x file that had the occlusion values precomputed (scullocc.x I believe). I've searched the net, but I can't find any resources on implementing this offline process... Can you guys give me some pointers? Thanks