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- rename SpatialCache to VertLookupTree - pass colored light (float3) to pixel shader instead of greyscale light (float) - use colored per-vertex light for shading instead of averaging to greyscale Lightmap Shading: - enable primitive lightmap GPU shading - fix texture arrray SRGB flag not working - fix lightmaps not using SRGB flag - fix lightmap mipmap generation - manually set lightmap sampling mipmap level to get smoother light - fix solid shading mode not showing lightmaps VOB static light: - split getLightStaticAtPos into getGroundFaceAtPos and interpolateColor - use groundFace existance to find lightmaps of groundface to implement static light from vobLights for VOBs in lightmapped rooms: - load static lights from ZEN - use spatial lookup tree to find static lights near VOBs und use them for static light shading - new debug flag for vob positions
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