16 years ago
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16 years ago
The reason for the padding was to stop the texels from neighbouring packed lightmaps bleeding into each other. To do this I add a border around each packed lightmap (so a 16x16…
16 years ago
Assuming you are creating a texture for each individual lightmap, this looks like it could be solved by setting the AddressU and AddressV render states to Clamp (or CLAMP_TO_EDG…
16 years ago
My apologies if anything I am about to say is complete nonsense as it has been over 2 years since I last looked at my hl2 bsp source code :)The only thing I can see that yo…
16 years ago
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See all in DiscussionsThe reason for the padding was to stop the texels from neighbouring packed lightmaps bleeding into each other. To do …
16 years ago
Assuming you are creating a texture for each individual lightmap, this looks like it could be solved by setting the …
16 years ago
My apologies if anything I am about to say is complete nonsense as it has been over 2 years since …
16 years ago