Comments (1)
This will need a bit of investigation to track down. But I think there is one of three things to look for:
- We may need to notify the dependency system that the variable changed like we do for skeletons:
- We may need to set the instance to dirty some other way when updating blend shapes. Maybe here:
godot/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
Lines 917 to 924 in c4279fe
For context instance_set_blend_shape_weight()
will try to update the instance if it is already dirty.
godot/servers/rendering/renderer_scene_cull.cpp
Lines 950 to 961 in c4279fe
If the instance is flagged as dirty, then we will mark the shadows as dirty. But we could also do it manually when blend shapes are modified:
godot/servers/rendering/renderer_scene_cull.cpp
Lines 884 to 889 in c4279fe
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