Skinned meshes now in T-Pose when not it's blendtree is null
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@@ -104,11 +104,15 @@ void PickingPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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@@ -210,12 +214,15 @@ void PickingPass::Draw(RenderScene& scene)
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "P"), 1, GL_FALSE, glm::value_ptr(scene.Camera->ProjectionMatrix()));
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glUniform2fv(glGetUniformLocation(shaderSkinnedHandle, "PickingColor"), 1, glm::value_ptr(glm::vec2(pickColor[0], pickColor[1])));
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std::vector<glm::mat4> frameBones;
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if (modelJob->BlendTree != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->BlendTree->GetFinalPose();
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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frameBones = modelJob->Skeleton->GetTPose();
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}
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glUniformMatrix4fv(glGetUniformLocation(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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m_PickingProgram->Bind();
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelJob->Matrix));
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