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Arm cannon rendering fixes
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@@ -73,7 +73,7 @@ using UVAnimation = DataSpec::DNAMP1::MaterialSet::Material::UVAnimation;
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struct GeometryUniformLayout
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{
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boo::ObjToken<boo::IGraphicsBufferD> m_sharedBuffer;
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boo::ObjToken<boo::IGraphicsBufferD> m_sharedBuffer[2];
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size_t m_geomBufferSize = 0;
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size_t m_skinBankCount = 0;
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size_t m_weightVecCount = 0;
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@@ -174,7 +174,7 @@ private:
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boo::ObjToken<boo::ITexture> m_lastDrawnShadowMap;
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ModelInstance* PushNewModelInstance();
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ModelInstance* PushNewModelInstance(int sharedLayoutBuf = -1);
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void DrawAlphaSurfaces(const CModelFlags& flags) const;
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void DrawNormalSurfaces(const CModelFlags& flags) const;
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void DrawSurfaces(const CModelFlags& flags) const;
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@@ -216,7 +216,8 @@ public:
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void VerifyCurrentShader(int shaderIdx);
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boo::ObjToken<boo::IGraphicsBufferD> UpdateUniformData(const CModelFlags& flags,
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const CSkinRules* cskr,
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const CPoseAsTransforms* pose) const;
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const CPoseAsTransforms* pose,
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int sharedLayoutBuf = -1) const;
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void DrawAlpha(const CModelFlags& flags,
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const CSkinRules* cskr,
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const CPoseAsTransforms* pose) const;
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