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Luxels per World Unit

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"For example, a lightmap scale of 32 luxels per world unit would give a lower quality than a scale of 16 luxels per world unit, although it may improve in-game performance." This seems backwards to me. Alex Dodge 01:17, 6 June 2007 (UTC)[reply]

It's correct, but the wording is backwards. It should probably be: One world unit per 32 luxels. As you can see, if one luxel represents 32 world units (instead of just one), you get aliasing, since a single luxel is stretched over 32 world units. -- Randilyn 06:31, 8 August 2007 (UTC)[reply]


"Lightmaps can also be calculated in real-time[1] for good quality colored lighting effects that are not prone to the defects of Gouraud shading, although shadow creation must still be done using another method such as stencil shadow volumes or shadow mapping, as real-time ray-tracing is still too slow to perform on modern hardware in most 3D engines."

Is there *any* 3d engine which does perform real-time ray tracing for lights? —Preceding unsigned comment added by 85.127.171.40 (talk) 12:18, 30 December 2008 (UTC)[reply]

No lightmaps causes shimmering

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"before lightmaps were invented, 3D engines used Gouraud shading for the floors and walls which caused shimmering" That kind of statement needs a citation. 150.101.215.41 (talk) 05:19, 28 July 2009 (UTC)[reply]

Wasn't DOOM the first game, that used lightmaps?

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A DOOM map does have lights and shadows. So wasn't DOOM the first game, that used lightmaps baked into the textures? 84.140.192.177 (talk) 17:00, 6 March 2024 (UTC)[reply]