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Subsampling, anyone?
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Enter the missing letter in: "Internation?l"
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[quote][b]steve[/b] wrote: @Lonerunner: because that would cause bleeding between sub-areas of the lightmap texture. Remember a lightmap is an atlas texture, with lots of non-continuous regions packed near to each other, a context-less gaussian blur would cause horrible errors. @niko: Nice improvement :) I'm curious, hope you don't mind answering questions: 1) what kind of spatial arrangement did you use for your 4 taps? Regular grid or jittered? 2) I assume you're using texture gamma ramping to blow out the areas close to the lights (rather than HDR)? Once you add some element of or approximation of global illumination it will look much better - perhaps just a secondary light bounce or an ambient occlusion pass. That way you won't need as many lights to avoid the typical over-dark areas caused by direct-only lighting.[/quote]
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