Somehow fix lightmaps being corrupted in debug build
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5 changed files with 46 additions and 47 deletions
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@ -369,8 +369,6 @@ void DoomLevelMesh::BindLightmapSurfacesToGeometry(FLevelLocals& doomMap)
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{
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surface.TexCoords = (float*)&LightmapUvs[surface.startUvIndex];
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surface.LightmapNum = surface.atlasPageIndex;
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if (surface.Type == ST_FLOOR || surface.Type == ST_CEILING)
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{
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surface.Subsector = &doomMap.subsectors[surface.typeIndex];
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