Fixed issue where skin material wouldn't render if applied to a model with several submeshes and those submeshes had different material types applied to them.
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
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@@ -95,13 +95,13 @@ namespace AZ
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renderProxy.m_instance->m_model->WaitForUpload();
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}
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//Note: we are creating pointers to the meshDataInstance cullpacket and lod packet here,
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//Note: we are creating pointers to the modelDataInstance cullpacket and lod packet here,
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//and holding them until the skinnedMeshDispatchItems are dispatched. There is an assumption that the underlying
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//data will not move during this phase.
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MeshDataInstance& meshDataInstance = **renderProxy.m_meshHandle;
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m_workgroup.m_cullPackets.push_back(&meshDataInstance.GetCullPacket());
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m_workgroup.m_drawListMask |= meshDataInstance.GetCullPacket().m_drawListMask;
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m_lodPackets.push_back(&meshDataInstance.GetLodPacket());
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ModelDataInstance& modelDataInstance = **renderProxy.m_meshHandle;
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m_workgroup.m_cullPackets.push_back(&modelDataInstance.GetCullPacket());
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m_workgroup.m_drawListMask |= modelDataInstance.GetCullPacket().m_drawListMask;
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m_lodPackets.push_back(&modelDataInstance.GetLodPacket());
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m_potentiallyVisibleProxies.push_back(&renderProxy);
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}
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}
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@@ -187,8 +187,8 @@ namespace AZ
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renderProxy.m_instance->m_model->WaitForUpload();
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}
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MeshDataInstance& meshDataInstance = **renderProxy.m_meshHandle;
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const RPI::Cullable& cullable = meshDataInstance.GetCullable();
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ModelDataInstance& modelDataInstance = **renderProxy.m_meshHandle;
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const RPI::Cullable& cullable = modelDataInstance.GetCullable();
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for (const RPI::ViewPtr& viewPtr : packet.m_views)
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{
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