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Three-part fix for glow textures showing opaque black rectangles instead of being transparent: 1. Pass blend mode to fragment shader via uBlendMode uniform. For additive blend modes (3=Add, 6=BlendAdd), discard near-black fragments (maxRGB < 0.1) since they contribute nothing visually but render as dark rectangles against sky/terrain. 2. Expand colorKeyBlack texture keyword detection to include "lamp", "lantern", "glow", "flare", "brazier", "campfire", "bonfire" in addition to the existing "candle", "flame", "fire", "torch". 3. Expand flameLikeModel detection for glow sprite conversion to include "brazier", "campfire", "bonfire". Also compute glow centers for colorKeyBlack batches (not just blendMode >= 3) so glow sprites position correctly for all flame-like objects. |
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| .. | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| rendering | ||
| ui | ||
| main.cpp | ||