I'm not sure if I understand the question correctly, but can't you place your probes around your level in your engine. Then for every probe, render a cube map located at the probe position, then convert the cube maps to a set of SH coefficients and store them. At render time, render spheres(for example) at your probe's position, pass the SH harmonics coeffiecents for this probe to the shader, and for every pixel, get its world position, calculate the vector pixel->probe pisition, which can be used as normal to extract the light comming from that direction stored in the SH and shade that pixel with "global light" .
solenoidzMember Since 07 Feb 2009
Offline Last Active Dec 09 2013 02:16 AM