Fix spline parsing, hair texture, and popup window positioning

Restore unconditional verticalAccel/effectStartTime reads in spline parser
with pointCount safety cap at 256. Load player hair texture from
CharSections.dbc instead of hardcoded path, and restrict render fallback
to not apply skin composite to hair batches. Change loot/gossip/vendor
windows to re-center on each open via ImGuiCond_Appearing.
This commit is contained in:
Kelsi 2026-02-06 15:18:50 -08:00
parent aa11ffda72
commit f0aad5e97f
4 changed files with 65 additions and 16 deletions

View file

@ -1272,17 +1272,33 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
}
}
// For body parts with white/fallback texture, use first valid texture
// For body parts with white/fallback texture, use skin (type 1) texture
// This handles humanoid models where some body parts use different texture slots
// that may not be set (e.g., baked NPC textures only set slot 0)
// Only apply to body skin slots (type 1), NOT hair (type 6) or other types
if (texId == whiteTexture) {
uint16_t group = batch.submeshId / 100;
if (group == 0) {
// Find first non-white texture in the model
for (GLuint tid : gpuModel.textureIds) {
if (tid != whiteTexture && tid != 0) {
texId = tid;
break;
// Check if this batch's texture slot is a body skin type
uint32_t texType = 0;
if (batch.textureIndex < gpuModel.data.textureLookup.size()) {
uint16_t lk = gpuModel.data.textureLookup[batch.textureIndex];
if (lk < gpuModel.data.textures.size()) {
texType = gpuModel.data.textures[lk].type;
}
}
// Only fall back for body skin (type 1), underwear (type 8), or cloak (type 2)
// Do NOT apply skin composite to hair (type 6) batches
if (texType != 6) {
for (size_t ti = 0; ti < gpuModel.textureIds.size(); ti++) {
if (gpuModel.textureIds[ti] != whiteTexture && gpuModel.textureIds[ti] != 0) {
// Only use type 1 (skin) textures as fallback
if (ti < gpuModel.data.textures.size() &&
(gpuModel.data.textures[ti].type == 1 || gpuModel.data.textures[ti].type == 11)) {
texId = gpuModel.textureIds[ti];
break;
}
}
}
}
}