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making a lightmap generator

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I want to make a program where you can take any collection of triangles (for me it will be world vertices for my game), place lights wherever you want and then have the program generate a lightmap and texture coordinates for each vertex. I was wondering if it might be possible to just use D3D lights and get the lighting data for each triangle. Unlikely, right? If I could do that, then I''d just have to assign texture coordinates to the vertices and write a bitmap. I probably won''t be able to "hack" into D3D''s data and get the lighting values for each triangle. What''s the easiest lighting algorithm I could use? While it would be nice to learn radiosity, I can''t increase the size or development time of this project too much.

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It just happens that the SDK has info on all the formulas d3d uses for lighting. They are pretty simple.

Since you want a pre-calculated lighting system, i suggest reading a little about radiosity, too. It makes the solutions infinitely better-looking...

See "Lights and materials" topic and it's subtopics in sdk to get the info on basic lighting.


EDIT: typo

[edited by - Nik02 on October 17, 2003 6:22:23 AM]

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