Character shading

Blitz3D Forums/Blitz3D Programming/Character shading

well, naughty actually was talking explicitely about trees. RifRafs solution may be pretty slow since it is using ReadPixel in the texturebuffer. The texture probably even ain't using flag 256, so this is going to take a while I'm afraid. Instead you better use an array or bank to hold that lightmap data, tho the redundant data my be a waste of RAM.