Changed isSkined to IsSkinned and removed duplicated code in PickingPass
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@@ -20,7 +20,7 @@ public:
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const RawModel::Vertex* Vertices() const { return m_RawModel->Vertices(); }
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unsigned int NumberOfVertices() const { return m_RawModel->NumVertices(); }
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const AABB& Box() const { return m_Box; }
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bool isSkined() const { return m_RawModel->isSkined(); }
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bool IsSkinned() const { return m_RawModel->IsSkinned(); }
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GLuint VAO;
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GLuint ElementBuffer;
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RawModel* m_RawModel;
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@@ -27,7 +27,7 @@ struct ModelJob : RenderJob
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::RawModel::MaterialBasic* matGroup = matProp.material;
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switch(matProp.type){
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case ::RawModel::MaterialType::Basic:
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if (Model->isSkined()) {
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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@@ -37,7 +37,7 @@ struct ModelJob : RenderJob
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break;
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case ::RawModel::MaterialType::SingleTextures:
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{
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if (Model->isSkined()) {
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSkinnedProgram")->ResourceID;
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}
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else {
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@@ -64,7 +64,7 @@ struct ModelJob : RenderJob
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break;
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case ::RawModel::MaterialType::SplatMapping:
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{
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if (Model->isSkined()) {
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if (Model->IsSkinned()) {
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ShaderID = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram")->ResourceID;
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}
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else {
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@@ -114,7 +114,7 @@ public:
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}
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};
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bool isSkined() const { return hasSkin; };
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bool IsSkinned() const { return hasSkin; };
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std::vector<MaterialProperties> m_Materials;
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