Added detailed logging for WMO vertex data to diagnose pitch black areas:
- Log MOCV (vertex colors) chunk presence and first color value
- Log MONR (normals) chunk presence and first normal vector
- Log WMO group flags to identify interior vs exterior groups
Increased WMO ambient light from (0.4, 0.4, 0.5) to (0.55, 0.55, 0.6) to
make shadowed/dark areas more visible. This addresses pitch black areas in
Stormwind and other locations where diffuse lighting may be insufficient.
The diagnostic output will help identify if black areas are caused by:
- Missing or incorrect vertex color data (MOCV)
- Missing or incorrect normal data (MONR)
- Groups incorrectly flagged as interior (0x2000 flag)
Portal-based visibility culling for WMO rendering (disabled by default,
needs debugging for complex WMOs like Stormwind). Skip character creation
screen when characters already exist in single-player mode.
The MOHD header structure was missing the nTextures field at the start,
causing all subsequent field reads to be offset by 4 bytes. This corrupted
bounding box values and caused floor geometry to be incorrectly culled.