in addition to being pre-calculated, lightmaps and detail textures can
typically be lower res than the basemap since their purpose is to add
richness to the basemap.

if you have 256x256 base maps ( required for Voodoo1-3 compatability )
then 64x64 or 32x32 will suffice for the lightmap res. this does help
when you have to resort to multiple passes.

no one uses lightmaps that are higher resolution than the basemap that I
am aware of. 

-----Original Message-----
From: Joachim Diepstraten
[mailto:[EMAIL PROTECTED]]
Sent: Friday, June 29, 2001 3:36 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] multitexturing and OpenGL Extensions


Hi Allan

> 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
Normaly lightmaps are precalculated.

> 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?
Well I would say this hardly depends if your hardware supports
multitexturing or not. If not there is definitly a performance-lose
because you have to render the whole scene two times and blend them

EOF,
 J.D.

--
Jmark2k+1 (http://www.antiflash.net/jmark)
Test the performance of your PC online!

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