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Batches whose named texture fails to load now render invisible instead of white (the swampreeds01a.blp case causing a white shell around aquatic plants). Also implements proper M2 opacity plumbing: - Parse texture weight tracks (M2Track<fixed16>) and color animation alpha tracks (M2Color.alpha) to resolve per-batch opacity at load time - Skip batches with batchOpacity < 0.01 in the render loop - Apply M2Texture.flags (bit0=WrapS, bit1=WrapT) to GL sampler wrap mode - Upload both UV sets (texCoords[0] and texCoords[1]) and select via textureUnit uniform, so batches referencing UV set 1 render correctly |
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| .. | ||
| adt_loader.hpp | ||
| asset_manager.hpp | ||
| asset_manifest.hpp | ||
| blp_loader.hpp | ||
| dbc_layout.hpp | ||
| dbc_loader.hpp | ||
| loose_file_reader.hpp | ||
| m2_loader.hpp | ||
| mpq_manager.hpp | ||
| terrain_mesh.hpp | ||
| wmo_loader.hpp | ||