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Fix character geoset mapping and texture corruption on equipment change
Corrected CharGeosets group assignments verified via vertex bounding boxes: - Group 4 (401+) = gloves/forearms, Group 5 (501+) = boots/shins, Group 8 (801+) = sleeves (chest-controlled), Group 9 = kneepads, Group 13 (1301+) = pants/trousers, Group 20 (2002) = bare feet - Changed bare shin default from 501 to 502 for better width match with thigh mesh (0.39 vs 0.32, thighs are 0.42) - Added clearCompositeCache() to prevent stale composite textures from being reused across equipment changes - Fixed character preview geoset defaults to match corrected mapping
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10 changed files with 424 additions and 169 deletions
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@ -210,6 +210,9 @@ public:
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const std::vector<std::string>& baseLayers,
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const std::vector<std::pair<int, std::string>>& regionLayers);
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/** Clear the composite texture cache (forces re-compositing on next call). */
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void clearCompositeCache();
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/** Load a BLP texture from MPQ and return the GL texture ID (cached). */
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GLuint loadTexture(const std::string& path);
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@ -259,7 +262,8 @@ private:
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uint32_t nextInstanceId = 1;
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// Maximum bones supported (GPU uniform limit)
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static constexpr int MAX_BONES = 200;
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// WoW character models can have 210+ bones; GPU reports 4096 components (~256 mat4)
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static constexpr int MAX_BONES = 240;
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};
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} // namespace rendering
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