Disable geoset filtering until submesh ID format is determined

Geoset filtering was causing body parts to disappear. Disabled until we
can properly map submesh IDs to geoset groups.
This commit is contained in:
Kelsi 2026-02-05 23:37:26 -08:00
parent 99fd4ca537
commit b4ae2c7b67

View file

@ -1216,25 +1216,8 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
}
// Draw batches (submeshes) with per-batch textures
// TODO: Geoset filtering disabled - need to determine actual submesh ID format
for (const auto& batch : gpuModel.data.batches) {
// Filter by active geosets (if set)
// Geoset format: GroupID * 100 + VariationID
// Groups: 0=body, 1=hair, 2=facial, 3=gloves, 4=boots, 5=chest, 7=ears, 13=pants, 15=cape, 17=eyeglow
if (!instance.activeGeosets.empty()) {
uint16_t group = batch.submeshId / 100;
uint16_t variation = batch.submeshId % 100;
// Always show body parts (group 0)
if (group == 0) {
// Body always renders
} else {
// For other groups, check if this specific geoset is enabled
bool found = instance.activeGeosets.find(batch.submeshId) != instance.activeGeosets.end();
if (!found) {
continue;
}
}
}
// Resolve texture for this batch
GLuint texId = whiteTexture;