{"id":2915,"date":"2014-03-10T12:32:51","date_gmt":"2014-03-10T12:32:51","guid":{"rendered":"https:\/\/unknownerror.org\/index.php\/2014\/03\/10\/problem-about-lightmap-collection-of-common-programming-errors\/"},"modified":"2014-03-10T12:32:51","modified_gmt":"2014-03-10T12:32:51","slug":"problem-about-lightmap-collection-of-common-programming-errors","status":"publish","type":"post","link":"https:\/\/unknownerror.org\/index.php\/2014\/03\/10\/problem-about-lightmap-collection-of-common-programming-errors\/","title":{"rendered":"problem about lightmap-Collection of common programming errors"},"content":{"rendered":"<ul>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/50ce738f2774f2573cf6947b7b2756b8?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nEsa<br \/>\nunity 3d-meshes lightmap<br \/>\nIs it possible to have lightmapping on runtime generated combine children in Unity? It is possible to bake combined meshes when they are done in the editor, but the .apk\/.ipa size increases too much.<\/li>\n<li><img decoding=\"async\" src=\"http:\/\/www.gravatar.com\/avatar\/961348f37a1c15dd0a50723cab14e013?s=32&amp;d=identicon&amp;r=PG\" \/><br \/>\nByte56<br \/>\nunity shadow-mapping procedural raytracing lightmap<br \/>\nI&#8217;m creating a procedural terrain system for Unity. And I&#8217;m looking for ways to efficiently cast self-shadows on it. If it wasn&#8217;t procedural, I could simply bake a lightmap using Beast. But, I can&#8217;t because the terrain mesh is created at runtime. What kind of methods can be done for this, I&#8217;m sure it has been done before. If possible, I&#8217;m looking for a solution that works for non-pro.I was thinking that maybe some kind of onetime ray-tracing method might be a solution.<\/li>\n<\/ul>\n<p>Web site is in building<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Esa unity 3d-meshes lightmap Is it possible to have lightmapping on runtime generated combine children in Unity? It is possible to bake combined meshes when they are done in the editor, but the .apk\/.ipa size increases too much. Byte56 unity shadow-mapping procedural raytracing lightmap I&#8217;m creating a procedural terrain system for Unity. And I&#8217;m looking [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-2915","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/posts\/2915","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/comments?post=2915"}],"version-history":[{"count":0,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/posts\/2915\/revisions"}],"wp:attachment":[{"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/media?parent=2915"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/categories?post=2915"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/unknownerror.org\/index.php\/wp-json\/wp\/v2\/tags?post=2915"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}