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Fix blur code but keep it inactive
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1 changed files with 4 additions and 4 deletions
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@ -345,7 +345,7 @@ void LevelMesh::FinishSurface(RectPacker& packer, Surface* surface)
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surface->lightmapOffs[0] = x;
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surface->lightmapOffs[1] = y;
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#if 1
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#if 0
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// store results to lightmap texture
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float weights[9] = { 0.125f, 0.25f, 0.125f, 0.25f, 0.50f, 0.25f, 0.125f, 0.25f, 0.125f };
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for (int y = 0; y < sampleHeight; y++)
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@ -370,9 +370,9 @@ void LevelMesh::FinishSurface(RectPacker& packer, Surface* surface)
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int offs = ((textureWidth * (y + surface->lightmapOffs[1])) + surface->lightmapOffs[0]) * 3;
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// convert RGB to bytes
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currentTexture[offs + x * 3 + 0] = floatToHalf(clamp(colorSamples[y * sampleWidth + x].x, -65000.0f, 65000.0f));
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currentTexture[offs + x * 3 + 1] = floatToHalf(clamp(colorSamples[y * sampleWidth + x].y, -65000.0f, 65000.0f));
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currentTexture[offs + x * 3 + 2] = floatToHalf(clamp(colorSamples[y * sampleWidth + x].z, -65000.0f, 65000.0f));
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currentTexture[offs + x * 3 + 0] = floatToHalf(clamp(color.x, -65000.0f, 65000.0f));
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currentTexture[offs + x * 3 + 1] = floatToHalf(clamp(color.y, -65000.0f, 65000.0f));
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currentTexture[offs + x * 3 + 2] = floatToHalf(clamp(color.z, -65000.0f, 65000.0f));
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}
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}
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#else
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