From dd99dd8bad3a11e82b21638fe1b240e04dab3491 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Sat, 14 Feb 2026 21:05:51 -0800 Subject: [PATCH] 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. --- src/rendering/wmo_renderer.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/src/rendering/wmo_renderer.cpp b/src/rendering/wmo_renderer.cpp index f87a87d3..d97018ba 100644 --- a/src/rendering/wmo_renderer.cpp +++ b/src/rendering/wmo_renderer.cpp @@ -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;