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Gunner

Lightmaps and multitexture revisited (help)

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Hi all, question: i use a radial gradient as a lightmap in my world, so my lightmap will cover many quads, can i still use multitexturing ? I sortof understand the multitexturing concept of applying a lightmap on a single quad of the same size but not a lightmap that will cover many quads. any insights ? much appreciated thanks, Gunner.

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Well it doesn't really matter what API your using, you just have to generate your texture co-ordinates so one texture will cover many quads. It's not that hard, if you have x quads across and y quads down the texture co-ordinates for vertex x, y would be

u = x / (numXQuads + 1)
v = y / (numYQuads + 1).

You have to add 1 the number of quads because you're actually taking into account the number of vertices.

Edited by - Phobia on January 14, 2001 12:53:33 PM

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