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avoid for a new Transform for identity gpu::Batch::setTransformModel when rendering model part which are blend shapes
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1 changed files with 1 additions and 4 deletions
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@ -1866,11 +1866,8 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
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if (state.clusterMatrices.size() > 1) {
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if (state.clusterMatrices.size() > 1) {
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GLBATCH(glUniformMatrix4fv)(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
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GLBATCH(glUniformMatrix4fv)(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
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(const float*)state.clusterMatrices.constData());
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(const float*)state.clusterMatrices.constData());
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batch.setModelTransform(gpu::TransformPointer());
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gpu::TransformPointer modelTransform(new gpu::Transform());
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batch.setModelTransform(modelTransform);
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} else {
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} else {
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gpu::TransformPointer modelTransform(new gpu::Transform(state.clusterMatrices[0]));
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gpu::TransformPointer modelTransform(new gpu::Transform(state.clusterMatrices[0]));
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batch.setModelTransform(modelTransform);
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batch.setModelTransform(modelTransform);
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}
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}
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