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Trying to use a MeshBatch to do GPU instancing in forward rendering leads to the following exception on line 276 of heaps/h3d/pass/ShaderManager.hx:
MeshBatch
heaps/h3d/pass/ShaderManager.hx
Missing param value h3d.shader.Shadow.Batch_Buffer2
Simply enabling the PBR pipeline like so seemingly fixes the issue:
h3d.mat.MaterialSetup.current = new h3d.mat.PbrMaterialSetup();
Is there a reason why PBR is necessary for instancing, or is that just a bug?
The text was updated successfully, but these errors were encountered:
Note: This is observed in the latest stable version (1.10.0).
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I think we fixed that on master.
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Trying to use a
MeshBatch
to do GPU instancing in forward rendering leads to the following exception on line 276 ofheaps/h3d/pass/ShaderManager.hx
:Simply enabling the PBR pipeline like so seemingly fixes the issue:
Is there a reason why PBR is necessary for instancing, or is that just a bug?
The text was updated successfully, but these errors were encountered: