[IGfxWorld] Null light maps in import testing
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@ -63,10 +63,10 @@ namespace Assets
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map->dpvsPlanes.nodes = reader.readArray<unsigned short>(map->nodeCount);
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map->dpvsPlanes.sceneEntCellBits = reinterpret_cast<unsigned int*>(reader.readArray<char>(map->dpvsPlanes.cellCount << 11));
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map->aabbTreeCounts = reader.readArray<Game::GfxCellTreeCount>(map->dpvsPlanes.cellCount);
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//map->aabbTrees = reader.readArray<Game::GfxCellTree>(map->dpvsPlanes.cellCount);
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map->aabbTrees = builder->getAllocator()->allocateArray<Game::GfxCellTree>(map->dpvsPlanes.cellCount);
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for (int i = 0; i < map->dpvsPlanes.cellCount; ++i)
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{
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map->aabbTrees[i].aabbTree = reader.readArray<Game::GfxAabbTree>(map->aabbTreeCounts[i].aabbTreeCount);
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@ -139,6 +139,10 @@ namespace Assets
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map->draw.reflectionProbes = 0;
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map->draw.reflectionProbeTextures = 0;
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map->draw.lightmapCount = 0;
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map->draw.lightmapPrimaryTextures = 0;
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map->draw.lightmapSecondaryTextures = 0;
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//Components::Logger::Error("Missing GfxMap %s... you can't make them yet you idiot.", name.data());
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}
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