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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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@ -3130,16 +3130,16 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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const auto* idiL = pipeline::getActiveDBCLayout()
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? pipeline::getActiveDBCLayout()->getLayout("ItemDisplayInfo") : nullptr;
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// Texture component region fields (8 regions: ArmUpper..Foot)
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// Fields 15-22 in WotLK ItemDisplayInfo.dbc (field 14 = HelmetGeosetVis[1])
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// Binary DBC (23 fields) has textures at 14+
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const uint32_t texRegionFields[8] = {
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idiL ? (*idiL)["TextureArmUpper"] : 15u,
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idiL ? (*idiL)["TextureArmLower"] : 16u,
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idiL ? (*idiL)["TextureHand"] : 17u,
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idiL ? (*idiL)["TextureTorsoUpper"]: 18u,
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idiL ? (*idiL)["TextureTorsoLower"]: 19u,
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idiL ? (*idiL)["TextureLegUpper"] : 20u,
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idiL ? (*idiL)["TextureLegLower"] : 21u,
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idiL ? (*idiL)["TextureFoot"] : 22u,
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idiL ? (*idiL)["TextureArmUpper"] : 14u,
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idiL ? (*idiL)["TextureArmLower"] : 15u,
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idiL ? (*idiL)["TextureHand"] : 16u,
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idiL ? (*idiL)["TextureTorsoUpper"]: 17u,
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idiL ? (*idiL)["TextureTorsoLower"]: 18u,
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idiL ? (*idiL)["TextureLegUpper"] : 19u,
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idiL ? (*idiL)["TextureLegLower"] : 20u,
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idiL ? (*idiL)["TextureFoot"] : 21u,
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};
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const bool npcIsFemale = (extra.sexId == 1);
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@ -3970,16 +3970,16 @@ void Application::setOnlinePlayerEquipment(uint64_t guid,
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};
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// Texture component region fields from DBC layout
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// Fields 15-22 in WotLK ItemDisplayInfo.dbc (field 14 = HelmetGeosetVis[1])
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// Binary DBC (23 fields) has textures at 14+
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const uint32_t texRegionFields[8] = {
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idiL ? (*idiL)["TextureArmUpper"] : 15u,
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idiL ? (*idiL)["TextureArmLower"] : 16u,
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idiL ? (*idiL)["TextureHand"] : 17u,
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idiL ? (*idiL)["TextureTorsoUpper"]: 18u,
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idiL ? (*idiL)["TextureTorsoLower"]: 19u,
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idiL ? (*idiL)["TextureLegUpper"] : 20u,
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idiL ? (*idiL)["TextureLegLower"] : 21u,
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idiL ? (*idiL)["TextureFoot"] : 22u,
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idiL ? (*idiL)["TextureArmUpper"] : 14u,
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idiL ? (*idiL)["TextureArmLower"] : 15u,
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idiL ? (*idiL)["TextureHand"] : 16u,
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idiL ? (*idiL)["TextureTorsoUpper"]: 17u,
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idiL ? (*idiL)["TextureTorsoLower"]: 18u,
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idiL ? (*idiL)["TextureLegUpper"] : 19u,
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idiL ? (*idiL)["TextureLegLower"] : 20u,
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idiL ? (*idiL)["TextureFoot"] : 21u,
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};
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std::vector<std::pair<int, std::string>> regionLayers;
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