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Resolve TODO: QuestMarkerRenderer init called explicitly on loadQuestMarkerModels
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1 changed files with 11 additions and 9 deletions
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@ -8152,15 +8152,17 @@ void Application::despawnOnlineGameObject(uint64_t guid) {
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void Application::loadQuestMarkerModels() {
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if (!assetManager || !renderer) return;
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// Quest markers in WoW 3.3.5a are billboard sprites (BLP textures), not M2 models
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// Load the BLP textures for quest markers
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LOG_INFO("Quest markers will be rendered as billboard sprites using BLP textures:");
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LOG_INFO(" - Available: Interface\\GossipFrame\\AvailableQuestIcon.blp");
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LOG_INFO(" - Turn-in: Interface\\GossipFrame\\ActiveQuestIcon.blp");
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LOG_INFO(" - Incomplete: Interface\\GossipFrame\\IncompleteQuestIcon.blp");
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// TODO: Implement billboard sprite rendering for quest markers
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// For now, the 2D ImGui markers will continue to work
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// Quest markers are billboard sprites; the renderer's QuestMarkerRenderer handles
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// texture loading and pipeline setup during world initialization.
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// Calling initialize() here is a no-op if already done; harmless if called early.
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if (auto* qmr = renderer->getQuestMarkerRenderer()) {
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if (auto* vkCtx = renderer->getVkContext()) {
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VkDescriptorSetLayout pfl = renderer->getPerFrameSetLayout();
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if (pfl != VK_NULL_HANDLE) {
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qmr->initialize(vkCtx, pfl, assetManager.get());
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}
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}
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}
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}
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void Application::updateQuestMarkers() {
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