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Fixed some texture splatting issues with loading empty terrain cells
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1d0ae9c8d1
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2 changed files with 3 additions and 2 deletions
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@ -263,8 +263,7 @@ namespace MWRender
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if ( it == indexes.end() )
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{
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//NB: All vtex ids are +1 compared to the ltex ids
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assert((int)ltexIndex >= 0 &&
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(int)store->landTextures->ltex.size() >= (int)ltexIndex - 1 &&
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assert( (int)store->landTextures->ltex.size() >= (int)ltexIndex - 1 &&
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"LAND.VTEX must be within the bounds of the LTEX array");
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std::string texture;
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@ -111,6 +111,8 @@ void Land::loadData(ESMReader &esm)
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}
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else
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{
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landData->usingColours = false;
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memset(&landData->textures, 0, 512 * sizeof(uint16_t));
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for (int i = 0; i < LAND_NUM_VERTS; i++)
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{
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landData->heights[i] = -256.0f * HEIGHT_SCALE;
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