I still don't quite understand it, but I think I'm on the right track.
Ambient Occlusion mapping is done in this 3D package (example blender), then this spherestuff happens.
The darker a spot is on the UV map, the darker it is on the model. So why isn't it as simple as baking this AO map and putting it onto a model, just like one would put a normal map on it. (such as $bumpmap but instead $aomap o something)
Which are these limitations in source?
And the SSAO applies what to a model? I understand the concept behind this Z-buffer thing but is that what actually is AO? What actually is the difference between AO and SSAO?
Seriously thanks for the information so far. Especially Surfa!
