MeshRenderInst *coreRI = renderPass->allocInst<MeshRenderInst>();
coreRI->type = RenderPassManager::RIT_Mesh;

F32 meshVisibility = rdata.getFadeOverride() * mVisibility;
coreRI->visibility = meshVisibility; 

coreRI->objectToWorld = renderPass->allocXform( GFX->getWorldMatrix() );
coreRI->worldToCamera = renderPass->allocXform( rdata.getCamTransform() );
coreRI->projection = renderPass->allocXform( GFX->getProjectionMatrix() );