
I tried to use Code::Blocks (instead of eclipse) to compile Ogre from source and I succeeded, so there are at the moment no problems with ogre on windows. The picture above shows mesh to BSP shadows (stencil modulative). BSP to BSP shadows are most probably impossible. This allows us to have static lights and dynamic meshes (and therefore shadows) in BSP levels. But dynamic lights won't look right, because the BSP lightmaps are precompiled by GTK-Radiant.
Additionally I did some tests with GTK-Radiant and I discovered a way to get better lightmaps. It costs more time to compile and the bsp file gets bigger, but it looks better. I've already recompiled the spacestation levels from winter and I'll do so with the moonstation hangar too (yet unfinished).
Lightmap scale 0.125 means 8x8 lightmap pixels instead of 1x1. In the spacestation levels I've only used lightmap scale 0.250 (4x4) for the most important walls, the rest is still at 1.000 to save space and CPU time.
