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Skip individual untextured WMO batches to fix grey mesh in Orgrimmar
The previous fix only skipped groups where ALL batches were untextured. Groups with a mix of textured and untextured batches still rendered the untextured ones as solid grey geometry. Now skip each untextured batch individually during rendering.
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@ -1431,6 +1431,10 @@ void WMORenderer::renderGroup(const GroupResources& group, [[maybe_unused]] cons
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static bool lastUnlit = false;
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for (const auto& mb : group.mergedBatches) {
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// Skip untextured batches — these are collision/placeholder geometry
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// that renders as solid grey when drawn with the fallback white texture.
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if (!mb.hasTexture) continue;
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if (mb.texId != lastBoundTex) {
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glBindTexture(GL_TEXTURE_2D, mb.texId);
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lastBoundTex = mb.texId;
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