Quote:Original post by JakeMQuote:
This makes me unable to interpolate the vertex normals, as the projection on the plane for the lightmap may vary depending on the position values for each vertex.
How do you plan to use this interpolated normal? Are you trying to project it to 2D? If so, why?
He wants to know how bright a particular spot should be, using a particular lighting technique, and you need to know what the normal for that particular spot is. The more the normal points towards the light source, the brighter it should be. Even though the mesh isn't smooth, this method can give the illusion of smoothness.