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Update opcode data and movement integration docs/code
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11 changed files with 41 additions and 15 deletions
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@ -1175,22 +1175,15 @@ bool M2Renderer::loadModel(const pipeline::M2Model& model, uint32_t modelId) {
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}
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bgpu.texture = tex;
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bgpu.hasAlpha = (tex != 0 && tex != whiteTexture);
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bgpu.textureUnit = static_cast<uint8_t>(batch.textureUnit & 0x1);
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// textureCoordIndex is an index into a texture coord combo table, not directly
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// a UV set selector. Most batches have index=0 (UV set 0). We always use UV set 0
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// since we don't have the full combo table — dual-UV effects are rare edge cases.
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bgpu.textureUnit = 0;
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// Resolve opacity: texture weight track × color animation alpha
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// Batches whose texture failed to load are hidden (avoid white shell artifacts)
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// Batch is hidden only when its named texture failed to load (avoids white shell artifacts).
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// Do NOT bake transparency/color animation tracks here — they animate over time and
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// baking the first keyframe value causes legitimate meshes to become invisible.
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bgpu.batchOpacity = texFailed ? 0.0f : 1.0f;
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// Texture weight track (via transparency lookup)
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if (batch.transparencyIndex < model.textureTransformLookup.size()) {
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uint16_t trackIdx = model.textureTransformLookup[batch.transparencyIndex];
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if (trackIdx < model.textureWeights.size()) {
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bgpu.batchOpacity *= model.textureWeights[trackIdx];
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}
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}
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// Color animation alpha (M2Color.alpha, indexed directly by colorIndex)
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if (batch.colorIndex < model.colorAlphas.size()) {
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bgpu.batchOpacity *= model.colorAlphas[batch.colorIndex];
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}
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// Compute batch center and radius for glow sprite positioning
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if (bgpu.blendMode >= 3 && batch.indexCount > 0) {
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