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Don't try link the baked light probes with the original actors as that's problematic on the gzdoom end of things
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1 changed files with 10 additions and 2 deletions
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@ -722,7 +722,7 @@ void LightmapBuilder::AddLightmapLump(FWadWriter &wadFile)
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int surfacesSize = surfaces.size() * 5 * sizeof(uint32_t);
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int texCoordsSize = numTexCoords * 2 * sizeof(float);
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int texDataSize = textures.size() * textureWidth * textureHeight * 3 * 2;
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int lightProbesSize = lightProbes.size() * (1 + sizeof(uint32_t) + 3 * sizeof(float));
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int lightProbesSize = lightProbes.size() * 6 * sizeof(float);
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int lumpSize = headerSize + lightProbesSize + surfacesSize + texCoordsSize + texDataSize;
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// Setup buffer
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@ -741,7 +741,15 @@ void LightmapBuilder::AddLightmapLump(FWadWriter &wadFile)
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// Write light probes
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for (size_t i = 0; i < lightProbes.size(); i++)
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{
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lumpFile.Write32(map->ThingLightProbes[i]);
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int thingIndex = map->ThingLightProbes[i];
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const IntThing& thing = map->Things[thingIndex];
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float x = (float)(thing.x >> FRACBITS);
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float y = (float)(thing.y >> FRACBITS);
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float z = (float)thing.z + thing.height * 0.5f;
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lumpFile.WriteFloat(x);
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lumpFile.WriteFloat(y);
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lumpFile.WriteFloat(z);
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lumpFile.WriteFloat(lightProbes[i].x);
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lumpFile.WriteFloat(lightProbes[i].y);
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lumpFile.WriteFloat(lightProbes[i].z);
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