Create a basic radiosity lightmapper that processes TrenchBroom scene geometry and outputs a lightmap, along with the corresponding UV coordinates for each triangle.
Scope for the basic lightmapper:
Handle only basic geometric TrenchBroom brushes (e.g., cubes), without complex entities.
No albedo textures (assume all geometry is white).
No emission from geometry (assume all objects are non-emissive).
Support only manually placed light sources as the emissive entities.
Create a basic radiosity lightmapper that processes TrenchBroom scene geometry and outputs a lightmap, along with the corresponding UV coordinates for each triangle.
Scope for the basic lightmapper: