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Fix WMO texture loading by always wiring asset manager
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7f4cd41dfc
commit
340a08f947
2 changed files with 6 additions and 7 deletions
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@ -364,7 +364,7 @@ bool Renderer::initialize(core::Window* win) {
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// Create WMO renderer
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wmoRenderer = std::make_unique<WMORenderer>();
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if (!wmoRenderer->initialize()) {
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if (!wmoRenderer->initialize(assetManager)) {
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LOG_WARNING("Failed to initialize WMO renderer");
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wmoRenderer.reset();
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}
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@ -654,9 +654,9 @@ void TerrainManager::finalizeTile(const std::shared_ptr<PendingTile>& pending) {
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// Upload M2 models to GPU and create instances
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if (m2Renderer && assetManager) {
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if (!m2Renderer->isInitialized()) {
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m2Renderer->initialize(assetManager);
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}
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// Always pass the latest asset manager. initialize() is idempotent and updates
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// the pointer even when the renderer was initialized earlier without assets.
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m2Renderer->initialize(assetManager);
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// Upload M2 models immediately (batching was causing hangs)
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// The 5ms time budget in processReadyTiles() limits the spike
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@ -695,9 +695,8 @@ void TerrainManager::finalizeTile(const std::shared_ptr<PendingTile>& pending) {
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// Upload WMO models to GPU and create instances
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if (wmoRenderer && assetManager) {
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if (!wmoRenderer->isInitialized()) {
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wmoRenderer->initialize(assetManager);
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}
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// WMORenderer may be initialized before assets are ready; always re-pass assets.
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wmoRenderer->initialize(assetManager);
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int loadedWMOs = 0;
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int loadedLiquids = 0;
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