Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.


Lightmaps and multitexture revisited (help)

This topic is 6515 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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.

Share this post

Link to post
Share on other sites
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

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!