Fixed memory leaks and cleaned up Skeleton and BlendTree
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@@ -103,12 +103,7 @@ 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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/*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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frameBones = modelJob->Skeleton->GetFrameBones();
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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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}
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@@ -161,12 +156,7 @@ 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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/* 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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frameBones = modelJob->Skeleton->GetFrameBones();
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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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m_PickingProgram->Bind();
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@@ -217,12 +207,7 @@ 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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/* 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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frameBones = modelJob->Skeleton->GetFrameBones();
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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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@@ -279,12 +264,7 @@ 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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/*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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frameBones = modelJob->Skeleton->GetFrameBones();
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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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}
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