Sets all meshes in this object to use the specified image as a lightmap. You can set a light map for a single mesh by using SetObjectMeshLightMap. The lightmap will be placed in texture stage 1, overwriting anything that is already there and will have a shader generated that combines it with texture stage 0, and any dynamic lighting, to correctly light the object. If you are setting your own shader with SetObjectShader then your shader will have to make use of the lightmap itself as AGK will not modify your shader in this way.

The lightmap will use the second set of UV coordinates, if available, otherwise it will use the same UV coordinates as the base texture.


SetObjectLightMap( objID, imageID )