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shading_fool

Converting D3DFMT_A8R8G8B8 rendertarget to D3DFMT_L8

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I''m moving from OpenGL to DirectX, so bear with me! I''m creating lightmaps for my large world on the fly by rendering to a texture. After much time spent figuring out that D3DFMT_L8 isn''t supported as a render target format, I''ve decided that I need to copy one the R, G, or B planes from the texture into a new D3DFMT_L8 and use it as the lightmap. Does this make sense? Surely dynamic luminance-only lightmaps have come up before, but I couldn''t find any posts on it. Copying seems like a waste of cycles, but I''d really like to reduce the amount of video memory I''m using for lightmaps. Thanks!

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