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.
This commit is contained in:
Kelsi Davis 2026-04-05 03:18:52 -07:00
parent 1dd1a431f4
commit b62df70d09
3 changed files with 70 additions and 13 deletions

View file

@ -478,7 +478,7 @@ private:
uint32_t instanceCount;
uint32_t _pad[3] = {};
};
static constexpr uint32_t MAX_CULL_INSTANCES = 16384;
static constexpr uint32_t MAX_CULL_INSTANCES = 65536;
VkPipeline cullPipeline_ = VK_NULL_HANDLE;
VkPipelineLayout cullPipelineLayout_ = VK_NULL_HANDLE;
VkDescriptorSetLayout cullSetLayout_ = VK_NULL_HANDLE;