Change how visible surfaces for a tile are collected by the light mapper
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7 changed files with 66 additions and 84 deletions
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@ -194,7 +194,10 @@ void VkLightmapper::Render()
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bool buffersFull = false;
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// Paint all surfaces visible in the tile
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for (int surfaceIndex : targetTile->Surfaces)
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visibleSurfaces.Clear();
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mesh->GetVisibleSurfaces(targetTile, visibleSurfaces);
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for (int surfaceIndex : visibleSurfaces)
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{
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LevelMeshSurface* surface = &mesh->Mesh.Surfaces[surfaceIndex];
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pc.SurfaceIndex = surfaceIndex;
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