Create wall surfaces directly from the HWWall output
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d0d964ae42
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7 changed files with 100 additions and 196 deletions
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@ -18,6 +18,7 @@ typedef dp::rect_pack::RectPacker<int> RectPacker;
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class LevelSubmesh;
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class FMaterial;
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class FGameTexture;
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class LevelMeshLight
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{
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@ -58,7 +59,7 @@ struct LevelMeshSurface
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bool NeedsUpdate = true;
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bool AlwaysUpdate = false;
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FTextureID texture = FNullTextureID();
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FGameTexture* texture = nullptr;
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float alpha = 1.0;
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int portalIndex = 0;
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@ -305,9 +305,9 @@ void VkRaytrace::UploadMeshes(bool dynamicOnly)
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info.SamplingDistance = (float)surface->sampleDimension;
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info.Sky = surface->bSky;
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info.Alpha = surface->alpha;
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if (surface->texture.isValid())
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if (surface->texture)
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{
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auto mat = FMaterial::ValidateTexture(TexMan.GetGameTexture(surface->texture), 0);
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auto mat = FMaterial::ValidateTexture(surface->texture, 0);
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info.TextureIndex = fb->GetBindlessTextureIndex(mat, CLAMP_NONE, 0);
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}
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else
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