It makes possible for game engines to run less code on each rendering
frame by not doing any computation to find the file.
On some game engines it may even make the lightmaps be processed
with simpler GLSL code as they will be processed as simple colormaps
instead of more complex code purposed for usual lightmaps with
features that aren't needed in such situation anyway.
Or some engine may implement a specific GLSL code to blend multiple
colormaps in a single pass without having to implement alternate code
for lightmaps.
Example with scripts/q3map2_gloom2.shader:
```
-gloom2/
7C9AD47A87BC98CCA1FF30C4D788DD47
+gloom2/
72353935F9542782B847B2E329A8CC80
{ // Q3Map2 defaulted
{
map $lightmap
rgbGen identity
}
// Q3Map2 custom lightstyle stage(s)
{
- map $lightmap
+ map maps/gloom2/lm_0000.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 1 .75 1.6 4.2 // style 2
tcGen lightmap
tcMod transform 1 0 0 1 0.54492 0.10156
}
{
- map $lightmap
+ map maps/gloom2/lm_0000.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 1 .5 3.7 4.9 // style 3
tcGen lightmap
tcMod transform 1 0 0 1 -0.38672 0.19043
}
{
- map $lightmap
+ map maps/gloom2/lm_0000.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen wave noise 1 1 2.6 1.3 // style 4
tcGen lightmap
tcMod transform 1 0 0 1 0.24023 0.19043
}
{
map textures/gloom2/e8clangfloor05c.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
```
{"-export", "Export lightmaps when compile finished (like `-export` mode)"},
{"-exposure <F>", "Lightmap exposure to better support overbright spots"},
{"-external", "Force external lightmaps even if at size of internal lightmaps"},
+ {"-externalnames", "Write lightstyle shader using external lightmap names"},
{"-extradist <F>", "Extra distance for lights in map units"},
{"-extravisnudge", "Broken feature to nudge the luxel origin to a better vis cluster"},
{"-extrawide", "Deprecated alias for `-super 2 -filter`"},
Sys_Printf( "Storing all lightmaps externally\n" );
}
+ else if ( !strcmp( argv[ i ], "-externalnames" ) ) {
+ externalLightmaps = qtrue;
+ externalLightmapNames = qtrue;
+ Sys_Printf( "Writing lightstyle shader using external lightmap names\n" );
+ }
+
else if ( !strcmp( argv[ i ], "-lightmapsize" ) ) {
lmCustomSize = atoi( argv[ i + 1 ] );
olm = &outLightmaps[ lm->outLightmapNums[ lightmapNum ] ];
/* lightmap name */
- if ( lm->outLightmapNums[ lightmapNum ] == lm->outLightmapNums[ 0 ] ) {
+ if ( !externalLightmapNames
+ && lm->outLightmapNums[ lightmapNum ] == lm->outLightmapNums[ 0 ] ) {
strcpy( lightmapName, "$lightmap" );
}
else{
Q_EXTERN int lightmapSearchBlockSize Q_ASSIGN( 0 );
Q_EXTERN qboolean exportLightmaps Q_ASSIGN( qfalse );
Q_EXTERN qboolean externalLightmaps Q_ASSIGN( qfalse );
+Q_EXTERN qboolean externalLightmapNames Q_ASSIGN( qfalse );
Q_EXTERN int lmCustomSize Q_ASSIGN( LIGHTMAP_WIDTH );
Q_EXTERN char * lmCustomDir Q_ASSIGN( NULL );
Q_EXTERN int lmLimitSize Q_ASSIGN( 0 );