I’m trying to understand how to use lightmaps, some things confuses me though.
What I understand is that every surface has it’s own lightmap. Lets take
a large wall for example. The wall is a large rectangle with 4 vertices. I place
a small texture on the wall that repeats itself, using glTexPar.(,GL_REPEAT).
Now, how large would my lightmap be? Same size as texture? Same size as
wall and then split into power-of-2 smaller lightmaps? Should I split my “large”
wall polygon into smaller parts from the beginning(when modelling)?
Thx in advance