A lightmap is a texture, used to store precalculated diffuse lighting information. This is applied to scene geometry at run-time (as a second rendering pass), giving the impression of detailed and high-quality lighting. Lightmaps only capture static lighting, they consume texture memory and their second rendering pass absorbs fillrate. However, they can produce realistic lighting for complex scenes with zero run-time CPU cost for lighting calculations. Lightmaps are supported in RpLtMap and RtLtMap.
A matrix that takes coordinates in object space and transforms them into world space.
A pixel is one cell of a picture. Similarly a lumel is one cell of a light map.
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