Work in progress. Experiment with lightmap compression.
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@ -445,7 +445,7 @@ void ZOH::decompresstwo(const char *block, Tile &t)
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// reserved mode, return all zeroes
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for (int y = 0; y < Tile::TILE_H; y++)
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for (int x = 0; x < Tile::TILE_W; x++)
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t.data[y][x] = Vector3 (zero);
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t.data[y][x] = Vector3(0.0f);
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return;
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}
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