Radiosity (Lighting)

Radiosity is a global illumination algorithm used to 3D computer graphics to solving the rendering equations of a scene.

Lighting
Halo has both static and dynamic lighting. The static lighting is created by the Radiosity process and saved into a light map file (tag file).

The light come from many sources : The global illumination effect can be controlled for almost every surfaces in the game by set the detail level value under Radiosity Properties area which exist in every shader tag. This setting affect affect the tesselation amount (how the surface is subdivised for the lightmap), higher is this setting, higher is lightmap resolution, longer is the radiosity process. By the way, higher settings increase the amount of lightmap and with, the memory used.
 * The sky box
 * Materials
 * Models (assuming they were set to)

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Shadows
Where are static and dynamic lightning, there static and dynamic shadows. Dynamic shadows are cast from units (vehicles and characters objects) and real-time calculated by the rendering core using the Stencil Shadows technique. The static shadows are obviously the result of the Radiosity process as well as static lights and can be cast from any sources that can block the light : Need to be completed...
 * Models (assuming they were set to)
 * Level geometry

Lightmapping
A lightmap is nothing but a bitmap, the only difference between is that a diffuse map hold plains color values, whereas a light map holds colors values as a result of light(s) affecting the polygon on which it was applied.

Need to be completed...