Merge remote-tracking branch 'origin/Animations' into TCPConnections
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@@ -102,7 +102,11 @@ void PickingPass::Draw(RenderScene& scene)
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->Skeleton->GetBones();
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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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(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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} else {
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@@ -154,7 +158,11 @@ void PickingPass::Draw(RenderScene& scene)
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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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frameBones = modelJob->Skeleton->GetBones();
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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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(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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@@ -205,7 +213,11 @@ void PickingPass::Draw(RenderScene& scene)
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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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frameBones = modelJob->Skeleton->GetBones();
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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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(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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} else {
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@@ -262,7 +274,11 @@ void PickingPass::Draw(RenderScene& scene)
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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std::vector<glm::mat4> frameBones;
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frameBones = modelJob->Skeleton->GetBones();
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if (modelJob->AnimationOffset.animation != nullptr) {
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frameBones = modelJob->Skeleton->GetFrameBones(modelJob->Animations, modelJob->AnimationOffset);
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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(shaderSkinnedHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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