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Fix NPC body parts by applying baked texture to all skin slots
Baked NPC textures must be applied to all skin-related texture slots (type 1 char skin, type 2 object skin, type 6 hair) since body parts use different texture slots. Removed separate hair texture lookup as baked textures already include the complete NPC appearance.
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2 changed files with 19 additions and 52 deletions
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@ -1217,10 +1217,21 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
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// Draw batches (submeshes) with per-batch textures
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// Geoset filtering: Group = submeshId / 100, Variation = submeshId % 100
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// Group 0 (body parts): render if texture is valid (skip duplicates with white/fallback texture)
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// Group 0 (body parts): always render all (different body parts, not variations)
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// Other groups: render only if exact submeshId is in activeGeosets
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for (const auto& batch : gpuModel.data.batches) {
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// Resolve texture for this batch first (needed for body part filtering)
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if (!instance.activeGeosets.empty()) {
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uint16_t group = batch.submeshId / 100;
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if (group != 0) {
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// Non-body groups: require exact match in activeGeosets
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if (instance.activeGeosets.find(batch.submeshId) == instance.activeGeosets.end()) {
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continue;
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}
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}
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// Group 0 (body): always render
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}
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// Resolve texture for this batch
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GLuint texId = whiteTexture;
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if (batch.textureIndex < gpuModel.data.textureLookup.size()) {
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uint16_t lookupIdx = gpuModel.data.textureLookup[batch.textureIndex];
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@ -1229,21 +1240,6 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
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}
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}
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if (!instance.activeGeosets.empty()) {
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uint16_t group = batch.submeshId / 100;
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if (group == 0) {
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// Body parts: skip if texture is white/fallback (duplicate mesh for compositing)
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if (texId == whiteTexture) {
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continue;
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}
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} else {
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// Non-body groups: require exact match in activeGeosets
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if (instance.activeGeosets.find(batch.submeshId) == instance.activeGeosets.end()) {
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continue;
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}
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}
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texId);
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