Common light map practices

Posted by M. Utku ALTINKAYA on Game Development See other posts from Game Development or by M. Utku ALTINKAYA
Published on 2011-01-22T13:22:54Z Indexed on 2011/02/26 15:32 UTC
Read the original article Hit count: 211

Filed under:
|
|
|

My scene consists of individual meshes. At the moment each mesh has its associated light map texture, I was able to implement the light mapping using these many small textures.

1) Of course, I want to create an atlas, but how do you split atlases to pages, I mean do you group the lm's of objects that are close to each other, and load light maps on the fly if scene is expected to be big.

2) the 3d authoring software provides automatic uv coordinates for each mesh in the scene, but there are empty areas in the texel space, so if I scale the texture polygons the texel density of each face wil not match other meshes, if I create atlas like that there will be varying lm resolution, how do you solve this, just leave it as it is, or ignore resolution ?

Actually these questions also applies to other non tiled maps.

© Game Development or respective owner

Related posts about opengl

Related posts about directx