I don't know. But such point lights would be inside the sky plane, and the sky plane can't be reached by any raytraces from the edges that the walls shares with it.qbism wrote:Aren't light-emitting surfaces simulated by a grid of point lights?
The distance at the edges is always zero anyway, so there's no need to measure it. And this also makes it impossible for anything to obstruct the light, so raytracing from such edges is irrelevant.
A "if this point of the surface is at an edge that's shared with the sky, give it 100% of the sunlight value" solution is enough.
I'm not working on lightmaps these days, otherwise I'd give a shot at doing this in the actual code.