Hiho! I have a little Theory and I''d like to hear you opinions: Usually for lightmapping, one takes either the X, Y or Z plane and uses that to map the lightmap texture... that could produces some not 100 correct values.. now... wouldn''t it be possible to just rotate the rest of the world so that the current triangles normal is a base vektor? so that the triangle lies on a base plane? Then you could use the normal approach to calculate light values (Radiosity).. What do you guys think? Or is this already done ( I don''t think so)... thx! cya, Phil Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this questions a few times over in the states
Correct Lightmapping and Planar Mapping..
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