I'm trying to build lightmaps for an engine I'm working on. I'm using DirectX 9 w/c++ but my questions are related to the methodology behing the generation of light maps.
I have a scene built from collections of mesh objects. The scene is divided into an octree. I want to generate a light map for each of the octree nodes or possibly 1 light map for a subdivision( 8 nodes ).
I've read the tutorial on flipcode.com( here ). For the explanation on "calculating/retrieving light map texture coordinates the tutorial refers the reader to a broken link.
I'd appreciate a list of instructions on 'what' to do in order to complete this process...I've found bits and pieces from different sites that have different implementations and its hard to piece it together. How do I assign a polygon to a specific area of the light map?