Originally intended for my own game , I decided to make it a product by itself and hopefully help other people bake nice lighting. In my old tweet I promised to write about how it works, as there were many, MANY unexpected problems on the way, and I think such write-up would be useful. The major focus of this project was to minimize any kinds of artifacts lightmapping often produces, like seams and leaks, and also make it flexible and fast. We will start with picture on the left and will make it look like the one on the right:. Bakery is in fact a 4th lightmapper I designed. All of them had one thing in common — something had to be rasterized in UV space. You want to bake this lighting, how do you that? Instead of outputting transformed vertex position. Because of the bilinear interpolation and typical non-conservative rasterization, our texels now blend into background color.
Плагин на спавн minecraft
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Rendering real-time stuff and making games
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