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Instanced object grouping
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@@ -189,6 +189,22 @@ public:
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// float fTransitionTime { fOnTime * 0.9f }; // time
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bool m_transition { true }; // smooth transition between light states
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unsigned int m_framestamp { 0 }; // id of last rendered gfx frame
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// true if this instance is eligible for the batched/instanced render path:
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// no lights, no submodel animations, no replacable skins, no seasonal variants.
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// computed once at end of Load() so the renderer can simply test the flag.
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bool m_instanceable { false };
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// helper: evaluates current state and updates m_instanceable accordingly.
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void update_instanceable_flag();
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// diagnostic counters (process-wide). Updated inside update_instanceable_flag()
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// so the renderer can surface load-time classification stats in the debug overlay.
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static int s_instanceable_total; // count of TAnimModel*'s classified instanceable
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static int s_classified_total; // count of TAnimModel*'s that ran through the classifier
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static int s_rejected_no_pmodel;
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static int s_rejected_lights;
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static int s_rejected_animlist;
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static int s_rejected_animated_submodel;
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};
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