KRMesh cleanup, now including lod coverage in resource requests for meshes
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@@ -252,15 +252,10 @@ void KRMesh::render(KRNode::RenderInfo& ri, const std::string& object_name, cons
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if (ri.renderPass->getType() == RenderPassType::RENDER_PASS_SHADOWMAP) {
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for (int iSubmesh = 0; iSubmesh < cSubmeshes; iSubmesh++) {
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KRMaterial* pMaterial = m_materials[iSubmesh];
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if (pMaterial != NULL) {
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if (!pMaterial->isTransparent()) {
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// Exclude transparent and semi-transparent meshes from shadow maps
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renderSubmesh(ri.commandBuffer, iSubmesh, ri.renderPass, object_name, pMaterial->getName(), lod_coverage);
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}
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if (pMaterial && !pMaterial->isTransparent()) {
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// Exclude transparent and semi-transparent meshes from shadow maps
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renderSubmesh(ri.commandBuffer, iSubmesh, ri.renderPass, object_name, pMaterial->getName(), lod_coverage);
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}
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}
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} else {
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// Apply submeshes in per-material batches to reduce number of state changes
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