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Add WMO diagnostic logging and increase ambient light
Added detailed logging for WMO vertex data to diagnose pitch black areas: - Log MOCV (vertex colors) chunk presence and first color value - Log MONR (normals) chunk presence and first normal vector - Log WMO group flags to identify interior vs exterior groups Increased WMO ambient light from (0.4, 0.4, 0.5) to (0.55, 0.55, 0.6) to make shadowed/dark areas more visible. This addresses pitch black areas in Stormwind and other locations where diffuse lighting may be insufficient. The diagnostic output will help identify if black areas are caused by: - Missing or incorrect vertex color data (MOCV) - Missing or incorrect normal data (MONR) - Groups incorrectly flagged as interior (0x2000 flag)
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2 changed files with 14 additions and 1 deletions
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@ -803,7 +803,7 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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shader->setUniform("uLightDir", glm::vec3(-0.3f, -0.7f, -0.6f)); // Default sun direction
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shader->setUniform("uLightColor", glm::vec3(1.5f, 1.4f, 1.3f));
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shader->setUniform("uSpecularIntensity", 0.5f);
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shader->setUniform("uAmbientColor", glm::vec3(0.4f, 0.4f, 0.5f));
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shader->setUniform("uAmbientColor", glm::vec3(0.55f, 0.55f, 0.6f));
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shader->setUniform("uFogColor", fogColor);
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shader->setUniform("uFogStart", fogStart);
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shader->setUniform("uFogEnd", fogEnd);
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