- avoid passing game structs to common backend code

InitLightmap was using a „FLevelLocals“ pointer, better pass the needed elements separately instead.
This commit is contained in:
Christoph Oelckers 2022-04-11 00:01:30 +02:00
commit 45e7badb71
6 changed files with 15 additions and 15 deletions

View file

@ -3249,7 +3249,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
Level->ClearDynamic3DFloorData(); // CreateVBO must be run on the plain 3D floor data.
CreateVBO(screen->mVertexData, Level->sectors);
screen->InitLightmap(Level);
screen->InitLightmap(Level->LMTextureSize, Level->LMTextureCount, Level->LMTextureData);
for (auto &sec : Level->sectors)
{