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feat(ugc): draw player models' icons from their generated NIF
The icon was rendered from a second mesh built only for it (the icon renderer's color corrections, no variation, occlusion worked out again). It is now drawn from the .nif just made, read back with NifFile at LOD 0, so it shows exactly what the game shows: the color variation, the removed faces and the lighting baked into the vertex colors (so it adds no occlusion of its own). icon_correct_colors and icon_color_variation are gone; the camera and light settings stay. Cars and rockets are drawn as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -27,9 +27,7 @@ namespace UgcJobs {
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bool combineTransparent{ false }; // one shape for all transparent bricks, else one per brick (Combine Transparent)
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UgcRender::OptimizeOptions optimize; // hidden surface removal
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UgcRender::AoOptions ao; // Bake Lighting (AO Only)
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UgcRender::IconOptions icon;
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bool iconCorrectColors{ true }; // the icon renderer's Correct Colors
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float iconColorVariation{ 0.0f }; // percent; its Apply Color Variation is off
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UgcRender::IconOptions icon; // player models: drawn from their .nif (LOD 0); its ao is not used
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UgcRender::IconOptions modularIcon;
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uint32_t maxBricks{}; // a model with more fails; 0: no limit
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};
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