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.
This commit is contained in:
Kelsi 2026-02-14 21:05:51 -08:00
parent d27387d744
commit dd99dd8bad

View file

@ -1431,6 +1431,10 @@ void WMORenderer::renderGroup(const GroupResources& group, [[maybe_unused]] cons
static bool lastUnlit = false;
for (const auto& mb : group.mergedBatches) {
// Skip untextured batches — these are collision/placeholder geometry
// that renders as solid grey when drawn with the fallback white texture.
if (!mb.hasTexture) continue;
if (mb.texId != lastBoundTex) {
glBindTexture(GL_TEXTURE_2D, mb.texId);
lastBoundTex = mb.texId;