Group lightmap variables and put polyobj walls in a dynamic lightmap atlas
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10 changed files with 149 additions and 129 deletions
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@ -246,8 +246,8 @@ static int CreateIndexedSectorVerticesLM(sector_t* sec, const secplane_t& plane,
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int lightmap = sub->LightmapTiles[h].Size() > lightmapIndex ? sub->LightmapTiles[h][lightmapIndex] : -1;
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if (lightmap >= 0) // tile may be missing if the subsector is degenerate triangle
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{
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const auto& tile = level.levelMesh->LightmapTiles[lightmap];
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float textureSize = (float)level.levelMesh->LMTextureSize;
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const auto& tile = level.levelMesh->Lightmap.Tiles[lightmap];
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float textureSize = (float)level.levelMesh->Lightmap.TextureSize;
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float lindex = (float)tile.AtlasLocation.ArrayIndex;
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for (unsigned int j = 0, end = sub->numlines; j < end; j++)
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{
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