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Refine lantern glow-card replacement and preserve lamp geometry
- Add per-batch glow metadata (lantern hint, card-like classification, tint) - Track normalized texture keys and log lantern/light texture sets once for diagnostics - Force sprite replacement for known Stormwind/Night Elf glow textures - Keep lantern/light meshes visible while hiding only classified glow-card submeshes - Choose glow sprite tint from texture hints (cool/red/warm) to avoid orange-only cards - Broaden lantern glow detection to handle gameobject lights with nonstandard material setups
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2 changed files with 127 additions and 17 deletions
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@ -39,6 +39,9 @@ struct M2ModelGPU {
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uint16_t submeshLevel = 0; // LOD level: 0=base, 1=LOD1, 2=LOD2, 3=LOD3
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uint8_t textureUnit = 0; // UV set index (0=texCoords[0], 1=texCoords[1])
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uint8_t texFlags = 0; // M2Texture.flags (bit0=WrapS, bit1=WrapT)
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bool lanternGlowHint = false; // Texture/model hints this batch is a glow-card billboard
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bool glowCardLike = false; // Batch likely is a flat emissive card that should be sprite-replaced
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uint8_t glowTint = 0; // 0=warm, 1=cool, 2=red
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float batchOpacity = 1.0f; // Resolved texture weight opacity (0=transparent, skip batch)
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glm::vec3 center = glm::vec3(0.0f); // Center of batch geometry (model space)
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float glowSize = 1.0f; // Approx radius of batch geometry
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