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Read the ambient color from the MOHD chunk (BGRA uint32) and store it on WMOModel as a normalized RGB vec3. Pass it through ModelData into the per-batch WMOMaterialUBO (replacing the unused pad[3] bytes, keeping the struct at 64 bytes). The GLSL interior branch now floors vertex colors against the WMO ambient instead of a hardcoded 0.5, so dungeon interiors respect the artist-specified ambient tint from the WMO root rather than always clamping to grey. |
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| .. | ||
| adt_loader.cpp | ||
| asset_manager.cpp | ||
| asset_manifest.cpp | ||
| blp_loader.cpp | ||
| dbc_layout.cpp | ||
| dbc_loader.cpp | ||
| loose_file_reader.cpp | ||
| m2_loader.cpp | ||
| mpq_manager.cpp | ||
| terrain_mesh.cpp | ||
| wdt_loader.cpp | ||
| wmo_loader.cpp | ||