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Fix MSAA crash by deferring change to between frames, fix M2 GO orientation
MSAA change was called mid-frame from settings UI, destroying the render pass and framebuffers while the command buffer was still recording. Now deferred via pendingMsaaSamples_ flag, applied in beginFrame() before any GPU state. Also add +180° to M2 game object orientation to fix facing direction.
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3 changed files with 21 additions and 1 deletions
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@ -5505,6 +5505,7 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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glm::vec3 renderPos = core::coords::canonicalToRender(glm::vec3(x, y, z));
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const float renderYawWmo = orientation;
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const float renderYawM2go = orientation + glm::radians(180.0f);
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bool loadedAsWmo = false;
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if (isWmo) {
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@ -5670,7 +5671,7 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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}
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uint32_t instanceId = m2Renderer->createInstance(modelId, renderPos,
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glm::vec3(0.0f, 0.0f, renderYawWmo), 1.0f);
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glm::vec3(0.0f, 0.0f, renderYawM2go), 1.0f);
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if (instanceId == 0) {
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LOG_WARNING("Failed to create gameobject instance for guid 0x", std::hex, guid, std::dec);
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return;
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