In this chapter, you learned exactly what static lighting entails and how to use it in your games. We looked at what options we have to apply static lighting to both two-dimensional and three-dimensional objects, both using lighting and shadows drawn on textures and using lightmaps.
We saw how we can create our own lightmaps using the Render to Texture option in 3DS Max after setting up the lighting in a scene, allowing us to bake lighting effects into a lightmap. We also learned about the ways to generate shadows and their properties.
At this point, we can set up a scene using either 2D or 3D objects with static lighting and shadows applied.
In the next chapter, we will see how to move from static to dynamic lighting, and the many changes this involves in the things you learned in this chapter.