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Fix Windows ARM64 build: disable x86 asm in StormLib's libtomcrypt
StormLib's bundled libtomcrypt uses x86 inline assembly (bswapl/movl) gated by __MINGW32__, which is defined on CLANGARM64 too. Pass -DLTC_NO_BSWAP to force portable C byte-swap fallback.
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6 changed files with 26 additions and 89 deletions
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@ -1319,9 +1319,6 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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bool doFrustumCull = false; // Temporarily disabled: can over-cull world WMOs
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bool doDistanceCull = distanceCulling;
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// Cache active group info for distance-cull exemption (player's current WMO group)
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const auto activeGroupCopy = activeGroup_;
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auto cullInstance = [&](size_t instIdx) -> InstanceDrawList {
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if (instIdx >= instances.size()) return InstanceDrawList{};
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const auto& instance = instances[instIdx];
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@ -1332,9 +1329,6 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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InstanceDrawList result;
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result.instanceIndex = instIdx;
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// Check if this instance is the one the player is standing in
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bool isActiveInstance = activeGroupCopy.isValid() && activeGroupCopy.instanceIdx == instIdx;
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// Portal-based visibility
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std::unordered_set<uint32_t> portalVisibleGroups;
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bool usePortalCulling = doPortalCull && !model.portals.empty() && !model.portalRefs.empty();
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@ -1355,24 +1349,11 @@ void WMORenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
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if (doDistanceCull) {
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// Never cull the group the player is standing in or its portal neighbors
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bool isExempt = false;
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if (isActiveInstance) {
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if (static_cast<int32_t>(gi) == activeGroupCopy.groupIdx) {
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isExempt = true;
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} else {
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for (uint32_t ng : activeGroupCopy.neighborGroups) {
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if (ng == static_cast<uint32_t>(gi)) { isExempt = true; break; }
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}
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}
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}
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if (!isExempt) {
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glm::vec3 closestPoint = glm::clamp(camPos, gMin, gMax);
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float distSq = glm::dot(closestPoint - camPos, closestPoint - camPos);
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if (distSq > maxGroupDistanceSq) {
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result.distanceCulled++;
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continue;
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}
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glm::vec3 closestPoint = glm::clamp(camPos, gMin, gMax);
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float distSq = glm::dot(closestPoint - camPos, closestPoint - camPos);
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if (distSq > 250000.0f) {
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result.distanceCulled++;
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continue;
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}
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}
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