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Parse M2 render flags and apply per-batch blend modes
Water/lava batches in fountain and Ironforge M2 models use non-opaque blend modes (alpha, additive) defined in the M2 material table. Without parsing these, they rendered as solid surfaces extending visibly beyond their containers. Now each batch looks up its blend mode from the material array and sets the appropriate GL blend function.
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4 changed files with 76 additions and 1 deletions
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@ -109,6 +109,12 @@ struct M2Batch {
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uint16_t submeshLevel = 0; // Submesh level (0=base, 1+=LOD/alternate mesh)
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};
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// Material / render flags (per-batch blend mode)
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struct M2Material {
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uint16_t flags; // Render flags (unlit, unfogged, two-sided, etc.)
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uint16_t blendMode; // 0=Opaque, 1=AlphaKey, 2=Alpha, 3=Add, 4=Mod, 5=Mod2x, 6=BlendAdd, 7=Screen
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};
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// Texture transform (UV animation) data
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struct M2TextureTransform {
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M2AnimationTrack translation; // UV translation keyframes
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@ -145,6 +151,7 @@ struct M2Model {
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std::vector<M2Batch> batches;
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std::vector<M2Texture> textures;
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std::vector<uint16_t> textureLookup; // Batch texture index lookup
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std::vector<M2Material> materials; // Render flags / blend modes
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// Texture transforms (UV animation)
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std::vector<M2TextureTransform> textureTransforms;
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