Ok, thanks for the reply TheComet!
Well, I knew that you can apply multiple texture stages...
I just want to know how a lightmapper sets the uv coordinates in a light mapped model, because the lightmap for a whole model is stored in one single image!
By the way, I found these command in DarkSDKBasic3D.h:
void dbAddObjectToLightMapPool ( int iID );
void dbAddLimbToLightMapPool ( int iID, int iLimb );
void dbAddStaticObjectsToLightMapPool ( void );
void dbAddLightMapLight ( float fX, float fY, float fZ, float fRadius, float fRed, float fGreen, float fBlue, float fBrightness, bool bCastShadow );
void dbDeleteLightMapLights ( void );
void dbCreateLightMaps ( int iLMSize, int iLMQuality, char* dwPathForLightMaps );
Does anybody know if they work?
I thought one would have to buy DarkLights to have lightmap functionality in DarkGDK!
Now the plot thickens, the fps decreases, and the awesomeness goes through the roof.