If that's true then why do their own screenshots show light bleeding? Are you saying they, the authors of GIles themselves, don't know how to lightmap a level?
I know how lightmapping works, and it is IMPOSSIBLE to correct these issues completely without using the "frustum" method I outlined above. But increasing the number of samples per texel and using smarter sampling methods like the 4 corner optimization I eoutlined above are a good start. Just the 4 corner thing alone will fix most cases, even with low res light maps. And it doesn't cost you any speed. So it's worth implementing.
I'm not slighting Giles. Most lightmappers I've seen have these problems. But that doesn't mean they can't be fixed.
I know how lightmapping works, and it is IMPOSSIBLE to correct these issues completely without using the "frustum" method I outlined above. But increasing the number of samples per texel and using smarter sampling methods like the 4 corner optimization I eoutlined above are a good start. Just the 4 corner thing alone will fix most cases, even with low res light maps. And it doesn't cost you any speed. So it's worth implementing.
I'm not slighting Giles. Most lightmappers I've seen have these problems. But that doesn't mean they can't be fixed.