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fix(rendering): game objects invisible due to GPU cull instance limit
MAX_CULL_INSTANCES was 16384 but game object instances were allocated at indices 20000+, beyond the cull buffer. Increased to 65536. Also compute fallback boundRadius from vertex extents when M2 header reports 0, and seed bones for global-sequence-only animated models.
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3 changed files with 70 additions and 13 deletions
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@ -478,7 +478,7 @@ private:
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uint32_t instanceCount;
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uint32_t _pad[3] = {};
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};
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static constexpr uint32_t MAX_CULL_INSTANCES = 16384;
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static constexpr uint32_t MAX_CULL_INSTANCES = 65536;
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VkPipeline cullPipeline_ = VK_NULL_HANDLE;
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VkPipelineLayout cullPipelineLayout_ = VK_NULL_HANDLE;
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VkDescriptorSetLayout cullSetLayout_ = VK_NULL_HANDLE;
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