light: expose WorldToTexCoord_HighPrecision() in header
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@ -29,6 +29,7 @@
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#include <light/light2.hh>
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glm::vec2 WorldToTexCoord_HighPrecision(const bsp2_t *bsp, const bsp2_dface_t *face, const glm::vec3 &world);
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void LightBatch(bsp2_t *bsp, const batch_t &batch, const all_contrib_faces_t &all_contrib_faces);
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#endif /* __LIGHT_LTFACE2_H__ */
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@ -38,9 +38,7 @@
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using namespace std;
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using namespace glm;
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static glm::vec2
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WorldToTexCoord_HighPrecision(const bsp2_t *bsp, const bsp2_dface_t *face,
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const glm::vec3 &world)
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glm::vec2 WorldToTexCoord_HighPrecision(const bsp2_t *bsp, const bsp2_dface_t *face, const glm::vec3 &world)
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{
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const texinfo_t *tex = Face_Texinfo(bsp, face);
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if (tex == nullptr)
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