I have loaded 3 glTF models for instancing and constructed a few button click handlers to generate some characters, randomly tint the bodies, and randomly tint the hands. However, the hands are not being tinted when the button is clicked.
I set the uv_offset of the hands to (2. , 2.) in order to do some branching in the fragment shader.
This is more of a learning exercise than anything. My shader(s) would be significantly different otherwise. Nonetheless, the instancedBuffer.tint attribute seems to be set and updates just fine for the head and body , yet not for the hands. I am perplexed.
You are messing badly with the handedness of the meshes by doing scale.x = -1: you should not need to do that, you should instead fix your meshes in your DCC tool.
To somewhat correct the problem, you should also set a scale.x = -1 on the left/right hand, else the system can’t make real instances (meaning a single draw call for all instances - one draw call will be issued for each mesh) and the instanced buffers are not taken into account when drawing those meshes:
Thanks a bunch @Evgeni_Popov ! I know I’m just goofing around here. I am very impressed by the system. I just have to avoid tripping over my own feet. I wish a most rewarding week!