Split level mesh surface from lightmap tiles as we have multiple surfaces per tile
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19 changed files with 446 additions and 597 deletions
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@ -553,9 +553,9 @@ void VulkanRenderDevice::SetLevelMesh(LevelMesh* mesh)
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levelMeshChanged = true;
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}
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void VulkanRenderDevice::UpdateLightmaps(const TArray<LevelMeshSurface*>& surfaces)
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void VulkanRenderDevice::UpdateLightmaps(const TArray<LightmapTile*>& tiles)
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{
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GetLightmapper()->Raytrace(surfaces);
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GetLightmapper()->Raytrace(tiles);
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}
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void VulkanRenderDevice::SetShadowMaps(const TArray<float>& lights, hwrenderer::LevelAABBTree* tree, bool newTree)
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