So today I threw together a quick little version. It has 2 main abilities:
- (static) It generates ambient lighting of ogre models using 100 (or more) random samples from the current skybox cubic texture as fake lights added to the spherical harmonic.
- (dynamic) Every frame it can take the list of all lights affecting a model, compress them into a spherical harmonic and pass to the shader. Lights can be moving or changing colour.
The hardest part overall was getting the cubic texture of the skybox sampled. I'll probably find a built in function to do it any minute now.

Nothing particularly new (I've seen at least one sh based model pic on here before, from Hexidave 2 years ago), I just felt like posting something. I actually was about to start this the other day, but I discovered a problem (post about it soon) which made me thing about vertex optimisation instead.
I'll probably wiki the skybox code when I get it a bit more stable (it only handles one pixel format right now, and does a lock/unlock per pixel).





