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Static lighting and shadow

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Well, I've been thinking on increasing my game engine's performance, so I decided to do static lighting and shadowing instead of dynamically calculating them in the GPU via shaders. Problem is, I find it kinda to difficult to search for a proper article on this topic. What I'm asking is kinda basic, how to "export" a calculated lighting and shadow map and how to "import" them back? I've seen some article talks about using another texture for light map, but what if I have an room with lighting, would I need to have a unique map for every object in the room? The same goes on with shadow mapping, currently I'm using depth testing to get a shadow map dynamically (render all of them first with "createshadowmap" technique, then render it again using the proper technique and add the shadow map value). Thanks in advance!

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wow, that was... complete, and complex too. I haven't look at the demo, but how come he can map the light map to the mesh/scene? So far I'm only seeing how he generate that light map.

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