mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 10:53:44 +00:00
The viewer treated every blended texture's alpha as opacity, so models whose shader uses the alpha for something else rendered see-through. The scenery manifest now carries each model's shader (RenderComponent. shader_id via mapShaders) and the multishader tag table; meshes carry their S##__ tag, read the way LWOBaseRenderComponent::AddObjectToRenderPipe does (S%d, else _S%d, outside 3..108 the LEGO shader). Per res/shaders: the LEGO lighting shaders lerp the texture over the vertex colors (decal), LEGO items and terrain meshes ignore its alpha, everything else keeps opacity. Pure rules unit tested. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>