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- move lightmaps warning down the return chain a bit to show only when a map has valid lightmaps
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1 changed files with 2 additions and 1 deletions
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@ -3343,7 +3343,6 @@ void MapLoader::LoadLightmap(MapData *map)
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if (!Args->CheckParm("-enablelightmaps"))
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if (!Args->CheckParm("-enablelightmaps"))
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return; // this feature is still too early WIP to allow general access
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return; // this feature is still too early WIP to allow general access
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Printf(PRINT_HIGH, "WARNING! Lightmaps are an experimental feature and are subject to change before being finalized. Do not expect this to work as-is in future releases of %s!\n", GAMENAME);
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if (!map->Size(ML_LIGHTMAP))
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if (!map->Size(ML_LIGHTMAP))
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return;
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return;
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@ -3370,6 +3369,8 @@ void MapLoader::LoadLightmap(MapData *map)
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if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0)
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if (numSurfaces == 0 || numTexCoords == 0 || numTexBytes == 0)
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return;
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return;
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Printf(PRINT_HIGH, "WARNING! Lightmaps are an experimental feature and are subject to change before being finalized. Do not expect this to work as-is in future releases of %s!\n", GAMENAME);
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/*if (numSubsectors != Level->subsectors.Size())
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/*if (numSubsectors != Level->subsectors.Size())
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{
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{
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Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match (%d in wad vs %d in engine)\n", (int)numSubsectors, (int)Level->subsectors.Size());
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Printf(PRINT_HIGH, "LoadLightmap: subsector count for level doesn't match (%d in wad vs %d in engine)\n", (int)numSubsectors, (int)Level->subsectors.Size());
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