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Pre-transform bones with inverse bind instead of sending it to the shader
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@@ -73,7 +73,6 @@ void CCharacterNode::Draw(FRenderOptions Options, int ComponentIndex, const SVie
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// Draw surface OR draw entire model
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CGraphics::LoadBoneTransforms(mTransformData);
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CGraphics::LoadBoneInverseBindTransforms(pSkel);
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CModel *pModel = mpCharacter->NodeModel(mActiveCharSet);
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if (ComponentIndex < 0)
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