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(+2)

just a small update about some fixes

so I had a problem with lightmap errors popping up everywhere

turns out no matter how well you calculate the lights or how big the lightmap resolution is
there will be errors



some more visible than others



so the way the lightmap is now calculated is that the whole map is turned into one single mesh
which hindsight is not that a hot idea lightmap wise - but I digress

and then the triangles are grouped together into small surfaces based on their normals
the algorithm is pretty much trying to get the biggest flat surfaces possible
and then we do a planar uv on them (not that simple as it sounds)

now the problem here was that CSG was added to the editor and the resultings rooms
are  generated into one big mesh -- which is then cut into small pieces to help visibility culling
but the cuts are not perfect and by a very tiny bit the coordinates and uv coordinates are different
at the edge of a cut

now when the groups are built for the lightmaps it was too strict and looked for exact matches for vertex coordinates


now they are packed better - it's still not perfect as there are holes - but the space is much better used



 for many this is but a boring wall but for me - it simply pleases me to look at it

until next time!