The v.1.0.0 branch of the C library I've ported bakes Ambient Occlusion in the vertices.
However, the new version only returns quads, because that's more efficient with instancing & batching and you can deduce the vertices from the quad data anyway. We could store an AO value for each quad, it should only take 4 bits (1/0 for each corner).
The v.1.0.0 branch of the C library I've ported bakes Ambient Occlusion in the vertices.
However, the new version only returns quads, because that's more efficient with instancing & batching and you can deduce the vertices from the quad data anyway. We could store an AO value for each quad, it should only take 4 bits (1/0 for each corner).