Jump to content
  • Advertisement

Archived

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

weasalmongler

Sorry about this, a Quake 3 bsp Lightmap question

This topic is 5967 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

I know that the quake 3 lightmaps are stored in the file and are not externally referenced. I think they are in the format : unsigned char lightmap[128][128][3]; I imagine the first 128 is width, 2nd is height and the last part is the three colour components. How do I convert this to RGB format for loading into an OpenGL texture? Is it just loop through them all, and appending them to an unsigned char single array? -Weasalmongler

Share this post


Link to post
Share on other sites
Advertisement
Just pass the array pointer, ie:

unsigned char lightmap[128][128][3];

youll pass ''lightmap'' to glTexImage2D

-----------------------
"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack

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!