From b4ae2c7b67fd903e6d107b7bffbc1de9ab90a82e Mon Sep 17 00:00:00 2001 From: Kelsi Date: Thu, 5 Feb 2026 23:37:26 -0800 Subject: [PATCH] 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. --- src/rendering/character_renderer.cpp | 19 +------------------ 1 file changed, 1 insertion(+), 18 deletions(-) diff --git a/src/rendering/character_renderer.cpp b/src/rendering/character_renderer.cpp index ca78d4b4..05b2f8c4 100644 --- a/src/rendering/character_renderer.cpp +++ b/src/rendering/character_renderer.cpp @@ -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;