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() );