I'm having trouble saving my per-vertex ambient occlusion data as lightmaps.
Here's what I am doing:
1) tesselate low-poly mesh storing a map of control points
2) use D3DXUVAtlasCreate to unwrap the mesh and get a second set of UV coords
3) process tesselated mesh to get ambient occlusion data
4) create a texture map the size of the atlas
?) how do I write the per-vertex ao info into the texture?
I'm probably making this harder than it is. Thanks for any help.
Here's what I am doing:
1) tesselate low-poly mesh storing a map of control points
2) use D3DXUVAtlasCreate to unwrap the mesh and get a second set of UV coords
3) process tesselated mesh to get ambient occlusion data
4) create a texture map the size of the atlas
?) how do I write the per-vertex ao info into the texture?
I'm probably making this harder than it is. Thanks for any help.