Le MAlin 76 on 5/12/2014 at 00:00
I made many test and finaly when i use render_pass texture $lightmap and made customization of the lightmap (like blend, or rgb or other things), it's work like 32-bit and 16-bit. So for me it's work. [the material-format.txt said that it'w not work with 32-bit x2 but i was curious of that and for 1.22 patch it's seem to work]
Now i don't found real interest to use it, but with modification of blend you can change the aspect of the lightmap less affect the real lighting of the objects/ai and garrett (the gem of visibility is off course not affected by that because it's just the texture-lightmap which is affected by the render_pass and no the visibility and other lighting rendering paramters). You can maybe use for psychedelic or surnatural light effect surface design (for a "rituel chamber of Constantine in other dimension for example ^^), but maybe later we can find a solution to simulate "projected shadow" but just in texture lightmap design (it will no affected visibility, but the negatif spotlight could be a help). But i have no enough experiences with the "blend" parameters (if anyone can write a tutorial to well explain the using of blend and SRC_COLOR SRC_ALPHA etc. and give some pratice using that could be interesting for Thief :) )