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Lightmap calculation

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Hi. When calculating precalculated lighmap, several texels of lightmap will be inside faces and others, around faces(due to texture filtering). But, where do they be placed? I tried to use slope of the closest face to find what could be position and normal at the texel center. But it makes artefacts. After I tried to place these patches as if they were along face edge. And it also makes artefact. So, what should I do? The goal is for me to have the correct quality with the smallest lightmap resolution. What does I dream?

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