I have solved the dark edges in lightmaps problem!

Blitz3D Forums/Blitz3D Programming/I have solved the dark edges in lightmaps problem!

I found a totally unrelated bug in YAL while looking through it.

The function which decided whether a lightmap had a small enough amount of contrast to compress was comparing the maximum R G or B with the minimum R G or B. The result of this was that a pure red map would be considered high contrast because G and B would be 0 and red would be much greater.

So I fixed the function to compare each channel seperately and then return the contrast of the one with the highest contrast.

And here's a link to another post I made about it so as not to muck up this thread with wide code.

http://www.blitzbasic.com/bbs/posts.php?topic=25245