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Fixes bones when using OpenGL 3.3 (UBO bone data)
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1 changed files with 2 additions and 0 deletions
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@ -140,7 +140,9 @@ void FHWModelRenderer::DrawElements(int numIndices, size_t offset)
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int FHWModelRenderer::SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex)
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{
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auto mdbuff = static_cast<FModelVertexBuffer*>(model->GetVertexBuffer(GetType()));
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screen->mBones->Map();
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boneIndexBase = boneStartIndex >= 0 ? boneStartIndex : screen->mBones->UploadBones(bones);
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screen->mBones->Unmap();
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state.SetBoneIndexBase(boneIndexBase);
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if (mdbuff)
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{
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