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Make sure we start fade in once an item becomes ready
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1 changed files with 12 additions and 1 deletions
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@ -533,10 +533,21 @@ void ModelMeshPartPayload::startFade() {
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void ModelMeshPartPayload::render(RenderArgs* args) const {
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PerformanceTimer perfTimer("ModelMeshPartPayload::render");
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if (!_model->_readyWhenAdded || !_model->_isVisible || !_hasStartedFade) {
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if (!_model->_readyWhenAdded || !_model->_isVisible) {
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return; // bail asap
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}
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// If we didn't start the fade in, check if we are ready to now....
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if (!_hasStartedFade && _model->isLoaded() && _model->getGeometry()->areTexturesLoaded()) {
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const_cast<ModelMeshPartPayload&>(*this).startFade();
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}
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// If we still didn't start the fade in, bail
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if (!_hasStartedFade) {
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return;
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}
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// When an individual mesh parts like this finishes its fade, we will mark the Model as
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// having render items that need updating
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bool nextIsFading = _isFading ? isStillFading() : false;
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