Original Post
I'm implementing static occlusion maps. My idea about occlusion is that it represents the ammount of ambient light at a given point. So in the shader, I do something like this color = ambient * occlusion color += diffuse * NdotL + specular etc The result was this, doesnt look good.
Then the shader was changed to color = occlusion * diffuse * NdotL + specular etc And this is the result, way better, but now, its like I'm using the occlusion map as a lightmap. Can someone explain to me if I'm doing something wrong?
Then the shader was changed to color = occlusion * diffuse * NdotL + specular etc And this is the result, way better, but now, its like I'm using the occlusion map as a lightmap. Can someone explain to me if I'm doing something wrong?