Well done! How did you make it show up in OGL, any modifications in the mapping materials? All I get is black walls in realtime, only when rendering the mappings show up.
Quick update: I finally managed to get something in opengl, it appears I got into trouble because I was working with SDS and tried to bake into the faces ('attach' and 'per face' checked). This is handled differently by OGL, a bug??
Workaround by going into the freshly calculated shadowmap material and change a few things: - get rid of the line Color = Constant(0,0,0) (no wonder it appeared black, heh) - replace 'Illumination += Texture(Map coords)' by 'Color *= Texture(Map coords)' Diffuse maps (indirect lighting) are often too dark, so a line like 'Color += linear(Color)' may help, set multiplication factor to [1.5 1.5 1.5] or so.
The weird thing is that this illumination-color conversion is not necessary when NOT baking into SDS faces! That must be why it worked for you Garry. I just had to fall into that rabbit hole...
to be continued, -Mark
