Graphics/RenderSystem: Fix skeleton not being used when added after graphics component
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@@ -559,6 +559,26 @@ namespace Nz
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}
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}
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void ForwardFramePipeline::UpdateRenderableSkeletonInstance(std::size_t renderableIndex, std::size_t skeletonIndex)
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{
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RenderableData* renderableData = m_renderablePool.RetrieveFromIndex(renderableIndex);
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renderableData->skeletonInstanceIndex = skeletonIndex;
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// TODO: Invalidate only relevant viewers and passes
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for (auto& viewerData : m_viewerPool)
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{
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UInt32 viewerRenderMask = viewerData.viewer->GetRenderMask();
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if (viewerRenderMask & renderableData->renderMask)
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{
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if (viewerData.depthPrepass)
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viewerData.depthPrepass->InvalidateElements();
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viewerData.forwardPass->InvalidateElements();
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}
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}
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}
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void ForwardFramePipeline::UpdateViewerRenderMask(std::size_t viewerIndex, Int32 renderOrder)
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{
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ViewerData* viewerData = m_viewerPool.RetrieveFromIndex(viewerIndex);
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