Create VBO vertex data before the level mesh since the mesh uses it to build geometry.
Draw all sectors as subsectors if lightmaps are enabled (even if a sector doesn't have a tile initially it could gain one)
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6 changed files with 25 additions and 31 deletions
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@ -1716,9 +1716,6 @@ void DoomLevelMesh::SetSubsectorLightmap(int surfaceIndex)
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int lightmapTileIndex = Mesh.Surfaces[surfaceIndex].LightmapTileIndex;
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auto surface = &DoomSurfaceInfos[surfaceIndex];
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if (surface->Subsector->firstline && surface->Subsector->firstline->sidedef)
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surface->Subsector->firstline->sidedef->sector->HasLightmaps = true;
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if (!surface->ControlSector)
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{
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int index = surface->Type == ST_CEILING ? 1 : 0;
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