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Thread: Newbie question on lightmaps

  1. #1
    Junior Member Newbie
    Join Date
    Mar 2001

    Newbie question on lightmaps

    I'm trying to understand how to use lightmaps, some things confuses me though.

    What I understand is that every surface has it's own lightmap. Lets take
    a large wall for example. The wall is a large rectangle with 4 vertices. I place
    a small texture on the wall that repeats itself, using glTexPar.(,,GL_REPEAT).

    Now, how large would my lightmap be? Same size as texture? Same size as
    wall and then split into power-of-2 smaller lightmaps? Should I split my "large"
    wall polygon into smaller parts from the beginning(when modelling)?

    Thx in advance

  2. #2
    Senior Member OpenGL Guru zed's Avatar
    Join Date
    Nov 2010

    Re: Newbie question on lightmaps

    normally a lightmap is shared between various surfaces, ie i believe for a q3a level there are only 6 lightmap textures to map the whole level. lightmaps are typically stored at a far lower resolution then the normally texture eg if u map a 256x256 texture to a wall the lightmap size that covers the wall will be about 16x16

  3. #3
    Member Contributor
    Join Date
    Feb 2001

    Re: Newbie question on lightmaps

    Hi zed could you send me a detailed description of the lightmap. Or what do you mean wiht 6 lightmaps? How it works?

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