Removed temp variables & the "forced" animation in DrawFinalPass
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@@ -87,7 +87,6 @@ void Skeleton::AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyf
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boneMatrix = parentMatrix * (glm::translate(positionInterp) * glm::toMat4(rotationInterp) * glm::scale(scaleInterp));
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boneMatrices[bone->ID] = boneMatrix * bone->OffsetMatrix;
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int k = 0;
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} else {
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if (bone->Parent) {
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boneMatrix = parentMatrix; // * glm::inverse(bone->OffsetMatrix);
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