From 687923c8851d9d60a21f1ebd99aa2797eb38ad68 Mon Sep 17 00:00:00 2001 From: Kelsi Date: Wed, 6 May 2026 00:47:21 -0700 Subject: [PATCH] fix(editor): call M2Renderer::prepareRender to allocate mega bone slots before render Without prepareRender(), animated NPC creature instances had megaBoneOffset=0 which caused the render loop to skip them (filtered out at the bones check). This is why all loaded NPC M2s produced 0 draw calls despite valid GPU buffers, material sets, and instance creation. Matches the main game's render flow. --- tools/editor/editor_viewport.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/tools/editor/editor_viewport.cpp b/tools/editor/editor_viewport.cpp index 2007249a..9af9a3c8 100644 --- a/tools/editor/editor_viewport.cpp +++ b/tools/editor/editor_viewport.cpp @@ -650,6 +650,7 @@ void EditorViewport::render(VkCommandBuffer cmd) { m2Renderer_->getInstanceCount(), " instances, ", m2Renderer_->getDrawCallCount(), " draws"); } + m2Renderer_->prepareRender(frame, *camera_); m2Renderer_->render(cmd, perFrameSet, *camera_); } if (wmoRenderer_)