Initial implementation for lightmap lump loading
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10 changed files with 354 additions and 35 deletions
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@ -473,7 +473,7 @@ void VulkanRenderDevice::BeginFrame()
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if (levelMesh && levelMesh->GetSurfaceCount() > 0)
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{
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levelMesh->UpdateLightLists();
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GetTextureManager()->CreateLightmap(levelMesh->LMTextureSize, levelMesh->LMTextureCount);
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GetTextureManager()->CreateLightmap(levelMesh->LMTextureSize, levelMesh->LMTextureCount, std::move(levelMesh->LMTextureData));
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GetLightmap()->SetLevelMesh(levelMesh);
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#if 0 // full lightmap generation
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