   lightmapps... so weird...
  ok!i managed to pack the tiny lightmaps into one big texture and update the UVs coords accordingly.unfortunately, i am wondering why does the outer 2 lumeled layers have rough edges?there are 2 screenshots i took to show u wat i meant:screenshotsthe second one shows the rough slighty darker lumels along the edges. the first one shows wats the lumels look like together.a few things i have done unlike the normal way of lightmapping:(1) no sanding of border texels(since they now look gibberish)(2) the second image had their UVs altered slightlyrather than reading from (0,0) to (maxheight,maxwidth),i set it to read from (1,1) to (maxheight-1,maxwidth-1).    so the much darker rough edges were not seen.i wonder how should i resolve this?thx!edwinz[edited by - edwinnie on August 1, 2003 11:26:47 PM]
  Your raycaster seems to be 'leaking' rays outside of the box at the edges. You could use different background color for your solver, or make a sphere bounding the entire scene.These are not the only solutions, but ones i found very useful in my engine Nik    [edited by - Nik02 on August 2, 2003 5:55:19 AM];  hmm... i am having abit of difficulty understanding this:how does the bounding sphere help to alleviate the problem?thx!edwinz ;  If you have an all bounding sphere in your scene, then the rays will stop to it, instead of going to void (out of scene).You at least have somecolor with that ray, instead of black (which i assume is your raytracer's terminating color).EDIT: Terminating color  : The color any given ray adds for the integration if that ray doesn't hit any geometry.The sphere just ensures all the rays hit some   geometry.Please ask more info if needed. Nik    [edited by - Nik02 on August 2, 2003 9:11:00 AM]