Depends on how the engine handles things and what platform your running on. However, that's the canned answer. There are some things that would be universal issues you just need to look at the engine/platform to determine how much of an issue they are. The two things you want to look at are: * Memory * Drawcalls ( EDIT: I…
oh well it doesn't look that different from valve. Valve used 3 rgb lightmaps, each storing light intensity, color and shadows for each direction. Epic seems to store shadows, intensity and colors independently.It's maybe more flexible. Simple lightmap doesn't look to store shadows. It's just storing regular lighting…
Yeah those are directional lightmaps used by valve on HL2. Light intensity is stored on 1 channel for each direction, and color is probably stored in vertex color. See my incomplete thread here. http://www.polycount.com/forum/showthread.php?t=71538 Though i'm not sure directionnal lightmaps is the way to go nowadays. UDK…