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TileCache progress: Moved tile cache to Detour and made proper class for it. Better obstacles and tile layer management.
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@@ -473,12 +473,13 @@ void duDebugDrawNavMeshPoly(duDebugDraw* dd, const dtNavMesh& mesh, dtPolyRef re
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}
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void duDebugDrawTileCacheLayer(struct duDebugDraw* dd, const dtTileCacheLayer& layer,
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const float* bmin, const float* bmax,
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const float cs, const float ch, const int idx)
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void duDebugDrawTileCacheLayer(struct duDebugDraw* dd, const dtTileCacheLayer& layer, const float cs, const float ch)
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{
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const int w = (int)layer.header->width;
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const int h = (int)layer.header->height;
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const float* bmin = layer.header->bmin;
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const float* bmax = layer.header->bmax;
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const int idx = layer.header->tlayer;
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unsigned int color = duIntToCol(idx+1, 255);
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