Please welcome gile[s]!

Miscellaneous Forums/Blitz Showcase/Please welcome gile[s]!

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Rob + Mustang: Currently gile[s] generates the lightmaps you tell it to generate. But if there is a great demand for it to do some automatic, slicing of lightmaps it can be done (with some work). The reason I did it like this was, that I didn't want it to generate multiple surfaces from a single surface, as this would slow down rendering in the users game or application.


Ok... I can understand that, but...

Can I at least set the texel/meter(unit) resolution for rendering or am I stuck just choosing the (combined) lightmap size? Setting the resolution is a must feature even if it might waste some space from the lighmap if it has to use bigger one to be able to put all polys on it (using the texel/meter(unit) resolution set)... here's an example:

Room (level), with separate floor, ceiling, walls and staircase (for culling), ie 7 objects. Fine.

Now I make lightmaps for this room, for every object, and as you can see they really are one combined object although they are not... so just using 512*512 lightmap equally for every object would create vastly different texel/meter(unit) resolutions per object because they probably have different number of polygons and polygon sizes... end result would be that adjacent walls might look really horrible because the other one has twice as much resolution on its lightmap for example.

Being able to set the resolution cures this, but might waste lightmap space... if gile[s] could generate maps as needed, this might reduce the wastage, but would generate more lightmaps (more than one per object).

Anyways, I think it would be important to have all these options available.