I'm implementing radiosity into my level editor.
I found a sample online that did it in a very simple way, so I tried to adapt it to my engine.
The current version is somehow limited, in the sense that it generates a lightmap texture per triangle.
The algoritm is simple, for each pixel in each triangle render the scene from the point of view of the pixel.
Repeat it 8 times, to accumulate light.
There are some things that are puzzling me, why doing the acumulation requires 8 passes?
I tried with less passes, the scene was too dark.
I tried with more passes (12 I think), and now, the whole scene was white.
Shouldn't the scene colors converge to a certain value instead of getting full white?
Either I am not understanding this correctly, or there is a bug in this implementation maybe?