1 pixel renders? wow that's pretty sneaky ;)
What I did with my vertex lighting to prevent bleeding - or at least 'soften the blow' was to slightly 'blur' the map afterwards. Yes you will still have 'some' bleeding, but it (litterally) softens the effect and you can call it 'global illumation' instead.
And actually I liked the effect of light being able to 'bleed around the corner' just a little.
Perhaps you can use this with the lightmapping as well??
Just a thought..
-Danny
p.s. about the artifacts might that perhaps be because your pivot is EXACTLY IN the surface you're trying to test?
And get similar artifacts when you have 2 planes sharing the same space & try to render them?
If so, maybe offset the pivot by a fraction - along the normal of the surface ??
What I did with my vertex lighting to prevent bleeding - or at least 'soften the blow' was to slightly 'blur' the map afterwards. Yes you will still have 'some' bleeding, but it (litterally) softens the effect and you can call it 'global illumation' instead.
And actually I liked the effect of light being able to 'bleed around the corner' just a little.
Perhaps you can use this with the lightmapping as well??
Just a thought..
-Danny
p.s. about the artifacts might that perhaps be because your pivot is EXACTLY IN the surface you're trying to test?
And get similar artifacts when you have 2 planes sharing the same space & try to render them?
If so, maybe offset the pivot by a fraction - along the normal of the surface ??