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nes8bit

Light Map Management

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How does quake do light map management? I have 16x16 light maps so far and about 8000 in a half complete world. I really want to keep the textures on one surface. My main concern is not the speed right now, but the memmory cost. I realize that quake used grey scale or some low color type of light map. I am using 16 to 32 bit bitmaps. Also, how does quake keep lighting semi-dynamic with flickering lights. Note: When I refer to quake I mean quake3 or unreal or unreal tournament.

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I believe both Q3A and UT uses 16 or 24 bit lightmaps. You can lower the memory cost by making sure nothing of the lightmaps are wasted. For example if you have one lightmap per triangle you are wasting half of the lightmap.

The flickering lights are made by having a separate lightmap for those lights and then adding these with scaling to the static lightmaps before rendering.

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