fixup! AutoAnimationBlend on unique node working but scale is not working correctly
Commited some things that shouldn't have been commited
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@@ -33,8 +33,8 @@ void _LOG(_LOG_LEVEL logLevel, const char* file, const char* func, unsigned int
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va_end(args);
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if (logLevel == LOG_LEVEL_ERROR) {
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/*std::cerr << file << ":" << line << " " << func << std::endl;
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std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;*/
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std::cerr << file << ":" << line << " " << func << std::endl;
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std::cerr << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
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} else {
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std::cout << _LOG_LEVEL_PREFIX[logLevel] << message << std::endl;
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}
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@@ -142,7 +142,7 @@ void Renderer::Draw(RenderFrame& frame)
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PerformanceTimer::StopTimer("Renderer-Depth");
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}
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PerformanceTimer::StartTimer("AO generation");
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//m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
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m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
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GLuint ao = m_SSAOPass->SSAOTexture();
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PerformanceTimer::StopTimer("AO generation");
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for (auto scene : frame.RenderScenes){
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