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Disable geoset filtering until submesh ID format is determined
Geoset filtering was causing body parts to disappear. Disabled until we can properly map submesh IDs to geoset groups.
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1bc93f6824
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1 changed files with 1 additions and 18 deletions
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@ -1216,25 +1216,8 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
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}
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// Draw batches (submeshes) with per-batch textures
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// TODO: Geoset filtering disabled - need to determine actual submesh ID format
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for (const auto& batch : gpuModel.data.batches) {
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// Filter by active geosets (if set)
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// Geoset format: GroupID * 100 + VariationID
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// Groups: 0=body, 1=hair, 2=facial, 3=gloves, 4=boots, 5=chest, 7=ears, 13=pants, 15=cape, 17=eyeglow
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if (!instance.activeGeosets.empty()) {
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uint16_t group = batch.submeshId / 100;
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uint16_t variation = batch.submeshId % 100;
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// Always show body parts (group 0)
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if (group == 0) {
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// Body always renders
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} else {
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// For other groups, check if this specific geoset is enabled
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bool found = instance.activeGeosets.find(batch.submeshId) != instance.activeGeosets.end();
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if (!found) {
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continue;
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}
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}
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}
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// Resolve texture for this batch
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GLuint texId = whiteTexture;
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