Changed .obj to .mesh for all meshes.
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@@ -94,6 +94,18 @@ void DrawFinalPass::Draw(RenderScene& scene)
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glBindTexture(GL_TEXTURE_2D, m_BlackTexture->m_Texture);
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}*/
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//TODO: Fixa så att modelsJobs kan spela upp olika animationer och så att den kan få in en tid istället för 1.0f - Hälsningar Johan och Andreas :)
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if (modelJob->Model->m_RawModel->m_Skeleton != nullptr) {
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auto animation = modelJob->Model->m_RawModel->m_Skeleton->GetAnimation("running");
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if (animation != nullptr) {
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std::vector<glm::mat4> frameBones = modelJob->Model->m_RawModel->m_Skeleton->GetFrameBones(
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*animation,
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0.0f
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);
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glUniformMatrix4fv(glGetUniformLocation(shaderHandle, "Bones"), frameBones.size(), GL_FALSE, glm::value_ptr(frameBones[0]));
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}
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}
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glBindVertexArray(modelJob->Model->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, modelJob->Model->ElementBuffer);
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glDrawElements(GL_TRIANGLES, modelJob->EndIndex - modelJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(modelJob->StartIndex * sizeof(unsigned int)));
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