I created a raytracer which enables to bake light with the effects I want.
Now, I plan to use the baking in BJS. There is an issue though: let’s take a cube as an example. If that cube has a tiled texture and my light texture is not tiled, I wonder how I can tell BJS to use a different set of uvs for the lightmap.
Vertex buffers have up to 6 uvs but it ideally, I would redirect uv2 to the lightmap.
Otherwise my light map will be tiled as well…
How can I sort that out ?