solving this "occlusion of occluders" problem is, very hard, if I want it to be as fast as it is now
I'd have to resolve overlap for all shadow casters from every lightmap texel
it's a classic O(n²) problem where it goes from real-time to taking an hour or something >.>
I'd have to resolve overlap for all shadow casters from every lightmap texel
it's a classic O(n²) problem where it goes from real-time to taking an hour or something >.>
Loading suggestions...