[IGfxWorld] Null light maps in import testing

This commit is contained in:
TheApadayo 2016-12-27 10:42:37 -05:00
parent b3e6da21dc
commit 021ec9f1c4

View File

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