- Add lightmaps to the main shader (currently only OpenGL)
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
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12 changed files with 166 additions and 11 deletions
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@ -93,10 +93,11 @@ FFlatVertexBuffer::FFlatVertexBuffer(int width, int height, int pipelineNbr):
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static const FVertexBufferAttribute format[] = {
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{ 0, VATTR_VERTEX, VFmt_Float3, (int)myoffsetof(FFlatVertex, x) },
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FFlatVertex, u) }
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{ 0, VATTR_TEXCOORD, VFmt_Float2, (int)myoffsetof(FFlatVertex, u) },
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{ 0, VATTR_LIGHTMAP, VFmt_Float3, (int)myoffsetof(FFlatVertex, lu) },
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};
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mVertexBufferPipeline[n]->SetFormat(1, 2, sizeof(FFlatVertex), format);
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mVertexBufferPipeline[n]->SetFormat(1, 3, sizeof(FFlatVertex), format);
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}
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mVertexBuffer = mVertexBufferPipeline[mPipelinePos];
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