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Blender 2.8 refactor
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@@ -138,7 +138,7 @@ HMDLBuffers Mesh::getHMDLBuffers(bool absoluteCoords, PoolSkinIndex& poolSkinInd
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if (weightVecCount) {
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const SkinBanks::Bank& bank = skinBanks.banks[s.skinBankIdx];
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const std::vector<SkinBind>& binds = skins[v.iSkin];
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const auto& binds = skins[v.iSkin];
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auto it = bank.m_boneIdxs.cbegin();
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for (size_t i = 0; i < weightVecCount; ++i) {
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@@ -146,11 +146,14 @@ HMDLBuffers Mesh::getHMDLBuffers(bool absoluteCoords, PoolSkinIndex& poolSkinInd
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for (size_t j = 0; j < 4; ++j) {
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if (it == bank.m_boneIdxs.cend())
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break;
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for (const SkinBind& bind : binds)
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if (bind.boneIdx == *it) {
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for (const SkinBind& bind : binds) {
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if (!bind)
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break;
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if (bind.vg_idx == *it) {
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vec.simd[j] = bind.weight;
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break;
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}
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}
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++it;
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}
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vboW.writeVec4fLittle(vec);
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