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BfA WMO backport to Wrath 3.3.5a: geometry disappears at certain camera angles what visibility data are we missing? #27789
NordReborn
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I’m developing Gaia, a tool that backports modern WoW world data into the Wrath 3.3.5a client.
We have successfully converted Kul Tiras/Boralus terrain, placements and a large amount of its architecture. The city loads and is explorable, but some sections of WMO geometry disappear and reappear as the camera moves. This is not an FPS hitch: it is repeatable, viewpoint-dependent geometry popping.
The same failure occurs:
What we have already checked:
unknown_boxvalues calculated from the final MOVT vertices.A native Wrath Lion’s Pride Inn originally showed similar camera clipping when inserted through the old Gaia path. Reconstructing its placement/spatial data fixed it completely. Boralus, however, still has residual popping after applying those rules.
My current suspects are:
For people experienced with Wrath WMO internals:
After root/group/MOBA bounds and ADT references have been rebuilt correctly, which WMO fields can still cause individual groups or batches to disappear at particular camera angles?
In particular:
I’m not looking for a speculative “increase draw distance” fix. I’m trying to identify the precise structure that Wrath is consulting when it makes the incorrect culling decision.
Any format documentation, old repair scripts, known client behaviour, or small test WMOs demonstrating the rule would be extremely useful.
Cheers all
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