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Fix WMO wall collision, normal mapping, POM backfill, and M2/WMO rendering performance
- Fix MOPY flag check (0x08 not 0x01) for proper wall collision detection - Cap MAX_PUSH to PLAYER_RADIUS to prevent gradual clip-through - Fix WMO doodad quaternion component ordering (X/Y swap) - Linear normal map strength blend in shader for smooth slider control - Enable shadow sampling for interior WMO groups (covered outdoor areas) - Backfill deferred normal/height maps after streaming with descriptor rebind - M2: prepareRender only iterates animated instances, bone dirty flag - M2: remove worker thread VMA allocation, skip unready bone instances - WMO: persistent visibility vectors, sequential culling - Add FSR EASU/RCAS shaders
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25 changed files with 1467 additions and 352 deletions
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@ -84,6 +84,10 @@ public:
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bool isSwapchainDirty() const { return swapchainDirty; }
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void markSwapchainDirty() { swapchainDirty = true; }
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// VSync (present mode)
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bool isVsyncEnabled() const { return vsync_; }
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void setVsync(bool enabled) { vsync_ = enabled; }
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bool isDeviceLost() const { return deviceLost_; }
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// MSAA
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@ -145,6 +149,7 @@ private:
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std::vector<VkFramebuffer> swapchainFramebuffers;
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bool swapchainDirty = false;
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bool deviceLost_ = false;
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bool vsync_ = true;
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// Per-frame resources
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FrameData frames[MAX_FRAMES_IN_FLIGHT];
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