http://bugs.thedarkm...iew.php?id=4902 still needs discussion & decision
There are two cures here.
1) Change the ARB shader to use standard Irradiance maps then "fix" the makeIrradiace (material keyword)
image generator so that it produces proper Irradiance images
2) Have the GLSL shader automatically convert raw cubemap data into something akin to makeIrradiance
in a similar fashion as the ARB shader does.
Ultimately, we would want TDM to natively offer something that can easily convert regular cubemaps to proper
Irradiance images so mappers wont need to do all this: http://forums.thedar...kflows-for-tdm/