Hi,
after upgrading to version 4.1 stable noticed issue with one of my materials.
Its PBRMetalic material, that is transparent and uses global reflection texture, its used by cloned meshes
after calling freezeAllActiveMeshes on the scene, it turns black ands stays so until meshes are unfreezen.
Was working with alpha versions.
Trying to find cause but maybe someone have idea in with direction to check?
Getting closer to isolate, its related to shadow generation.
both meshes that are affected belong to shadow generator, and when I freeze meshes,
I animate shadow light (SpotLight) intensity from 0 to 1, at that point they become black
Basically it looks like it only happens if we are first without refresh then freeze and then set back to no refresh. It is also just in PCF as the colorWrite flag looks like being incorrectly reseting the meshes who are thinking to be in a depth pre pass.
Obviously a bug but might take a bit of time to fix.
Ok due to meetings and other stuff I can not avoid (parent teacher meeting due to the virus…) those two hours will probably transform in a bit more, but I will try to have it by end of day in the US, sorry for the delay.
Thank you for your quick work, will test out as soon as npm version will be created
And no apologies needed as this is way quicker then most enterprise/paid engine support is doing