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Ensure shadow material and mesh are not used with wireframe mode
And in the Compatibility renderer actually use the wireframe render mode
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@@ -238,7 +238,7 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(Geometry
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GLES3::SceneMaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_world_coordinates) {
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_world_coordinates && !p_material->shader_data->wireframe) {
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flags |= GeometryInstanceSurface::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
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@@ -3157,7 +3157,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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}
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bool use_wireframe = false;
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if (p_params->force_wireframe) {
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if (p_params->force_wireframe || shader->wireframe) {
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GLuint wireframe_index_array_gl = mesh_storage->mesh_surface_get_index_buffer_wireframe(mesh_surface);
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if (wireframe_index_array_gl) {
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index_array_gl = wireframe_index_array_gl;
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