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Fix equipment textures: correct DBC field indices and stop texture cycling
Binary ItemDisplayInfo.dbc has 23 fields with texture components at 14-21, not 15-22. The previous "fix" shifted all fields by +1 which read wrong columns and broke both player and NPC equipment rendering. Also fix local player texture cycling: rebuildOnlineInventory() was called on every item query response (including for other players), unconditionally setting onlineEquipDirty_ which triggered redundant texture recompositing. Now tracks previous equipment displayInfoIds and only sets dirty when they actually change. Unified all 3 equipment texture code paths (local player, other players, NPCs) to use the DBC layout system with correct field 14 base index.
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8 changed files with 57 additions and 35 deletions
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@ -1134,6 +1134,7 @@ private:
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int packSlotBase_ = -1;
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std::map<uint16_t, uint32_t> lastPlayerFields_;
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bool onlineEquipDirty_ = false;
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std::array<uint32_t, 19> lastEquipDisplayIds_{};
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// Visible equipment for other players: detect the update-field layout (base + stride)
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// using the local player's own equipped items, then decode other players by index.
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