Fix transparency state initialization
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55b49dc71b
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dbf20f58a0
2 changed files with 11 additions and 7 deletions
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@ -644,6 +644,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
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scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, instance->dynamic_gi);
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scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
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scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
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scene_render->geometry_instance_set_transparency(geom->geometry_instance, instance->transparency);
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if (instance->lightmap_sh.size() == 9) {
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scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr());
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}
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@ -839,6 +840,8 @@ void RendererSceneCull::instance_geometry_set_transparency(RID p_instance, float
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Instance *instance = instance_owner.get_or_null(p_instance);
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ERR_FAIL_COND(!instance);
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instance->transparency = p_transparency;
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if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
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InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
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scene_render->geometry_instance_set_transparency(geom->geometry_instance, p_transparency);
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@ -439,17 +439,18 @@ public:
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RID self;
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//scenario stuff
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DynamicBVH::ID indexer_id;
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int32_t array_index;
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int32_t array_index = -1;
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int32_t visibility_index = -1;
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float visibility_range_begin;
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float visibility_range_end;
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float visibility_range_begin_margin;
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float visibility_range_end_margin;
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float visibility_range_begin = 0.0f;
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float visibility_range_end = 0.0f;
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float visibility_range_begin_margin = 0.0f;
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float visibility_range_end_margin = 0.0f;
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RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED;
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Instance *visibility_parent = nullptr;
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Set<Instance *> visibility_dependencies;
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uint32_t visibility_dependencies_depth;
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Scenario *scenario;
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uint32_t visibility_dependencies_depth = 0;
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float transparency = 0.0f;
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Scenario *scenario = nullptr;
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SelfList<Instance> scenario_item;
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//aabb stuff
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