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add assert and TODO comment
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@ -295,6 +295,7 @@ bool Model::updateGeometry() {
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if (_rig->jointStatesEmpty() && getFBXGeometry().joints.size() > 0) {
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initJointStates();
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assert(_meshStates.empty());
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const FBXGeometry& fbxGeometry = getFBXGeometry();
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foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
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@ -304,6 +305,9 @@ bool Model::updateGeometry() {
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_meshStates.append(state);
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// Note: we add empty buffers for meshes that lack blendshapes so we can access the buffers by index
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// later in ModelMeshPayload, however the vast majority of meshes will not have them.
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// TODO? make _blendedVertexBuffers a map instead of vector and only add for meshes with blendshapes?
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auto buffer = std::make_shared<gpu::Buffer>();
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if (!mesh.blendshapes.isEmpty()) {
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buffer->resize((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
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