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Improve equipment texture performance and accuracy
Cache composite textures by input key so identical NPC equipment combos share one GPU texture. Use DBC layout system for ItemDisplayInfo texture component fields instead of hardcoded indices (cross-expansion support). Selective player equipment re-emission on item query response instead of broadcasting to all players.
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8 changed files with 78 additions and 12 deletions
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@ -247,6 +247,7 @@ private:
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uint64_t lastUse = 0;
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};
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std::unordered_map<std::string, TextureCacheEntry> textureCache;
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std::unordered_map<std::string, GLuint> compositeCache_; // key → GPU texture for reuse
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size_t textureCacheBytes_ = 0;
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uint64_t textureCacheCounter_ = 0;
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size_t textureCacheBudgetBytes_ = 1024ull * 1024 * 1024; // Default, overridden at init
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