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Mulligan

Lightmaps and Triangles.

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When I want to create lightmaps for a bunch of triangles, what should the lightmap look like? To clarify what I mean, a lightmap texture is square, a triangle is, well, a triangle. This means that If i create a separate texture for each triangle, half of all the texture occupes wasted space. Is it reasonable to create one lightmap texture, and use one half of it for one triangle and the other half for another?

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usually your map will cover more than one poly, but if you only want to do it to one tri, there isnt a reason you couldnt use the same texture twice, but im not sure you need to.

Brian

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you can save space by reducing size of lightmap

64*64 lightmap will give you a very similar result to the 256*256 one

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