Phosphore Radiosity demos

Miscellaneous Forums/Blitz Showcase/Phosphore Radiosity demos

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Until someone comes up with a better term than "lightmap bleeding" to describe this, that's the term I'm going to use, because that's the term I've always used and heard used.

And I understand how overlapping geometry is part of the issue. However, that is not the only time it can occur. Any angled surface will have partial texels, some with the center in the wall. This issue can be solved, and should be solved.

So if you're saying there's no bleeding, and that it only looks that way because you placed the geometry poorly, then you're avoiding the issue.

This is correctable. So if Quill doesn't handle overlapping goemetry right, then that means it hasn't solved the underlying issue and thus it still has bleeding.

If you have to construct your levels in a Quake style then you can't expect people to never have overlapping things in the level.