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Refresh OpenGL raytrace source meshes every frame - #151

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anirul merged 2 commits into
pre-render-fixfrom
codex/opengl-raytrace-live-static-mesh
Apr 5, 2026
Merged

Refresh OpenGL raytrace source meshes every frame#151
anirul merged 2 commits into
pre-render-fixfrom
codex/opengl-raytrace-live-static-mesh

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@anirul

@anirul anirul commented Apr 5, 2026

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Summary

  • refresh OpenGL raytrace aggregate buffers whenever the scene has raytracing source meshes, not only when world-space skinned meshes are present
  • keep PRE_RENDER_TIME entries one-shot, but continue preprocessing SCENE_RENDER_TIME raytrace source meshes every frame
  • fix moved static raytrace source meshes so runtime NodeMatrix updates are reflected in the rendered result

Verification

  • cmake --build --preset windows-debug --target FrameOpenGL

anirul commented Apr 5, 2026

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Added the matching Vulkan-side change on this PR as well.

What changed:

  • frame/vulkan/device.cpp now refreshes aggregate raytracing scene buffers whenever raytracing source meshes exist, not only for skinned/callback-driven meshes.
  • the command buffer path now also treats moved static raytracing source meshes as world-space raytrace scene input.

Verification:

  • cmake --build --preset windows-debug --target FrameOpenGL
  • cmake --build --preset windows-debug --target FrameVulkan

@anirul
anirul marked this pull request as ready for review April 5, 2026 17:39
@anirul
anirul merged commit 4d1b2ed into pre-render-fix Apr 5, 2026
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