Importer animation fix
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@@ -210,6 +210,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectProgram->Bind();
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@@ -237,6 +238,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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} else {
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frameBones = explosionEffectJob->Skeleton->GetFrameBones(explosionEffectJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(explosionSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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else {
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m_ExplosionEffectSplatMapProgram->Bind();
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@@ -281,6 +284,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ForwardPlusProgram->Bind();
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GLERROR("Bind ForwardPlusProgram");
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@@ -307,6 +312,8 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
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} else {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations);
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}
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glUniformMatrix4fv(glGetUniformLocation(forwardSplatMapSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_ForwardPlusSplatMapProgram->Bind();
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GLERROR("Bind SplatMap program");
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