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Render M2 glow batches as billboarded light sprites
Replace flat mesh rendering of additive/mod blend batches (blendMode >= 3) with camera-facing point sprites using a soft radial gradient texture and additive blending. Adds M2 particle emitter infrastructure (structs, shader, parsing stubs) but disables emitter parsing — the assumed 476-byte struct size is wrong for WotLK 3.3.5a, causing misaligned reads that explode RAM.
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5 changed files with 635 additions and 7 deletions
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@ -1170,6 +1170,7 @@ void Renderer::renderWorld(game::World* world) {
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auto m2Start = std::chrono::steady_clock::now();
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m2Renderer->render(*camera, view, projection);
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m2Renderer->renderSmokeParticles(*camera, view, projection);
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m2Renderer->renderM2Particles(view, projection);
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auto m2End = std::chrono::steady_clock::now();
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lastM2RenderMs = std::chrono::duration<double, std::milli>(m2End - m2Start).count();
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}
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