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chore(editor): remove debug logging now that NPC rendering works
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687923c885
commit
ca630c4e87
2 changed files with 6 additions and 30 deletions
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@ -945,12 +945,6 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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auto mdlIt = models.find(groupModelId);
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if (mdlIt == models.end() || !mdlIt->second.vertexBuffer || !mdlIt->second.indexBuffer) {
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if (forceNoCull_ && mdlIt != models.end()) {
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LOG_WARNING("M2 skip model ", groupModelId, " '", mdlIt->second.name,
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"': vb=", (void*)mdlIt->second.vertexBuffer,
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" ib=", (void*)mdlIt->second.indexBuffer,
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" batches=", mdlIt->second.batches.size());
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}
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visStart = groupEnd;
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continue;
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}
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@ -1010,13 +1004,7 @@ void M2Renderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const
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pending.push_back({entry.index, instanceFadeAlpha, needsBones, targetLOD});
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}
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if (pending.empty()) {
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if (forceNoCull_) {
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LOG_WARNING("M2 render: model '", model.name, "' all ",
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(groupEnd - visStart), " instances filtered out (bones?)");
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}
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visStart = groupEnd; continue;
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}
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if (pending.empty()) { visStart = groupEnd; continue; }
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// Sort by targetLOD so each sub-group occupies a contiguous SSBO range
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std::sort(pending.begin(), pending.end(),
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