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Fix lamp posts rendering as glass by narrowing window material check
F_SIDN (0x20) is the night-glow/self-illuminated flag, not a window flag. Only F_WINDOW (0x40) should trigger transparent glass rendering. The previous mask (0x60) caught both flags, making lamp post bases, iron frames, and other SIDN-flagged surfaces render as transparent glass with Fresnel reflections instead of opaque materials.
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1 changed files with 4 additions and 3 deletions
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@ -546,9 +546,10 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
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unlit = (matFlags & 0x01) != 0;
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}
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// Window materials (F_SIDN=0x20, F_WINDOW=0x40) render as
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// slightly transparent reflective glass.
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bool isWindow = (matFlags & 0x60) != 0;
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// Only F_WINDOW (0x40) materials render as transparent glass.
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// F_SIDN (0x20) is the night-glow/self-illuminated flag used on
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// lamp posts, lanterns, etc. — those should NOT be glass.
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bool isWindow = (matFlags & 0x40) != 0;
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BatchKey key{ reinterpret_cast<uintptr_t>(tex), alphaTest, unlit };
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auto& mb = batchMap[key];
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