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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.
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1 changed files with 3 additions and 1 deletions
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@ -658,8 +658,10 @@ void EditorViewport::render(VkCommandBuffer cmd) {
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m2Renderer_->prepareRender(frame, *camera_);
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m2Renderer_->render(cmd, perFrameSet, *camera_);
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}
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if (wmoRenderer_)
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if (wmoRenderer_) {
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wmoRenderer_->prepareRender();
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wmoRenderer_->render(cmd, perFrameSet, *camera_);
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}
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waterRenderer_.render(cmd, perFrameSet);
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