andrewwillmott,
@andrewwillmott@mastodon.gamedev.place avatar

@bitinn Good lord :)

A bit of both if I recall. The CPU-generated lightmap would be updated with broad-scale pseudo-radiosity effects, but we also had the classic (at the time) most-influential-point-lights thing on the GPU, basically via 2-band SH. (I think! It was a long time ago.)

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