From b491ecb4352084236c25774540a48e06252400aa Mon Sep 17 00:00:00 2001 From: Kelsi Date: Wed, 6 May 2026 01:49:32 -0700 Subject: [PATCH] fix(editor): call WMORenderer::prepareRender before render Mirror the M2 fix: the editor was skipping the WMO renderer's per-frame state advance, so material UBO updates and frame ID tracking were stale relative to the main game's render flow. Most visible effect is that material setting toggles wouldn't propagate to the GPU. --- tools/editor/editor_viewport.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/tools/editor/editor_viewport.cpp b/tools/editor/editor_viewport.cpp index 44ae4dc6..be4ef8c2 100644 --- a/tools/editor/editor_viewport.cpp +++ b/tools/editor/editor_viewport.cpp @@ -658,8 +658,10 @@ void EditorViewport::render(VkCommandBuffer cmd) { m2Renderer_->prepareRender(frame, *camera_); m2Renderer_->render(cmd, perFrameSet, *camera_); } - if (wmoRenderer_) + if (wmoRenderer_) { + wmoRenderer_->prepareRender(); wmoRenderer_->render(cmd, perFrameSet, *camera_); + } waterRenderer_.render(cmd, perFrameSet);