- avoid passing game structs to common backend code
InitLightmap was using a „FLevelLocals“ pointer, better pass the needed elements separately instead.
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6 changed files with 15 additions and 15 deletions
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@ -3249,7 +3249,7 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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Level->ClearDynamic3DFloorData(); // CreateVBO must be run on the plain 3D floor data.
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CreateVBO(screen->mVertexData, Level->sectors);
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screen->InitLightmap(Level);
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screen->InitLightmap(Level->LMTextureSize, Level->LMTextureCount, Level->LMTextureData);
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for (auto &sec : Level->sectors)
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{
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