Can't say "thx" enough for posting this link. I thought about this corner thing a lot of times and i'll enjoy reading the article. I love this comment section :,)
Actually that outline was a bug in Unreal Engine 1's lightmapper (my own lightmapper had the same issue), most likely because it considered anything "outside" the polygon as black and later when it blurred the lightmap to avoid the hard edges of shadows, this blackness was spread to the visible parts of the lightmap. Or at least that was what happened with my lightmapper, but Unreal 1's seems to have the same behavior (you can't get rid of those borders without hacks).
I cannot stress the absurdity of this enough...
ReplyDeleteSean Barret explains it best: http://nothings.org/gamedev/ssao/
AO = a abstraction, SSAO = a crude approximation of a abstraction
Can't say "thx" enough for posting this link. I thought about this corner thing a lot of times and i'll enjoy reading the article. I love this comment section :,)
DeleteActually that outline was a bug in Unreal Engine 1's lightmapper (my own lightmapper had the same issue), most likely because it considered anything "outside" the polygon as black and later when it blurred the lightmap to avoid the hard edges of shadows, this blackness was spread to the visible parts of the lightmap. Or at least that was what happened with my lightmapper, but Unreal 1's seems to have the same behavior (you can't get rid of those borders without hacks).
ReplyDelete~badsector
Hm...interesting thought! Darn, i would love to have contact to the guys if Ex Ion Storm and ask them :)
Delete