> Isn't there a performance hit invovled associated with the use of a
lightmap
> (calculated by the application) which is applied during a texturing pass
> compared to using the vertex normals for shading? Vertex-shading is done
in
> hardware but can result in a lower resolution than lightmaps. Lightmaps
> require an extra texturing pass, but at a potential higher resolution?
Does
> anyone have any experience performance-wise conparing between these two
> approaches?

yes normally, there is. and you you don'T need multitexturing for that at
all.
i konw many engines (e.g. http://www.tashco.com/terraintexturing.html ,
http://baskuenen.cfxweb.net) which are bleneding the lightmap data on the
other texture...
further on if your map got a huge stride (distanstance between the next
vetex), shading won't be as nice as the lightmap way..
on the other hand with normal shading you can get great dynamic lighting
effects..

greetings
Michael Nischt
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homepage:    http://zero.atariflys.de
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