> It seems it is fixed now. Thanks to all devs involved
Yeah, it was a complete oversight on my part. I approached the bug from the standpoint of "What draw call is going wrong, it's probably due to per-poly flags". I didn't come up with anything, because it turned out it was due to how the camera matrix was handled.
Meanwhile, hap did the right thing, and looked at it from the standpoint of "This used to work, when did it stop working," and so he was able to quickly identify which commit introduced the bug, and so it made much shorter work of identifying the faulty code.
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