Original Post
Well, my game reached the level that i need lightmapping on my buildings, because vertex lighting looks horrible. I understand how to lightmap, but all the algorithms i found needs UV coordinates. I tried to find how to calculate them, with no success. I found an article how to get a triangles's vertices' UV coordinates properly, but still dont know how to pack these triangles in an efficient way. So Im stuck, missing the final link. So the question is, how to put triangles on a 256x256 texture, in a way that the unused texels number will be minimal? [Edited by - Gagyi on January 10, 2007 12:02:59 PM]