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ingramb

D3DXUVAtlasCreate for lightmap packing

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I'm trying to use D3DXUVAtlasCreate to optimize texel utilization for our lightmaps. I have it sort of working, in that I can remap my UVs and re-sample my texture and everything still looks correct. I'm just not understanding how to actually make the lightmap smaller/better. Here is what I am doing...

1) I get a mesh with lots of super high resolution lightmaps from the artists. I pack all the source lightmaps into a big texture using a simple packing algorithm, and create an initial set of UVs.
2) I run [font=Consolas, Courier, monospace]D3DXComputeIMTFromTexture on this initial lightmap texture.[/font]
[font=Consolas, Courier, monospace]3) Using the generated IMT data, I call [/font][font=Consolas, Courier, monospace]D3DXUVAtlasCreate.[/font]
[font=Consolas, Courier, monospace]4) Using the mesh generated above, I call [/font][font=Consolas, Courier, monospace]D3DXCreateTextureGutterHelper and ResampleTexture to generate my new lightmap[/font]
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[font=Consolas, Courier, monospace]At this point, I have a new lightmap texture that's been shifted around from what I started with, and I have a new set of UVs to go along with it. It doesn't really seem any *better* than what I had before. It doesn't really look like low detail areas of the source lightmap are getting reduced texel utilization in the generated lightmap.[/font]
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[font=Consolas, Courier, monospace]At this point, would you expect to just manually shrink the generated lightmap, and have it look better due to the improved texel utilization created by [/font][font=Consolas, Courier, monospace]D3DXUVAtlasCreate? If this isn't working for me, could it be because I'm doing something wrong while generating my IMT data? Or am I completely off base with this?[/font]
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[font=Consolas, Courier, monospace]Thanks for any help.[/font]

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