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Fix skin binding unordered_map use
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@@ -825,11 +825,11 @@ void Mesh::normalizeSkinBinds() {
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for (auto& skin : skins) {
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float accum = 0.f;
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for (const SkinBind& bind : skin)
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if (bind)
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if (bind.valid())
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accum += bind.weight;
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if (accum > FLT_EPSILON) {
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for (SkinBind& bind : skin)
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if (bind)
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if (bind.valid())
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bind.weight /= accum;
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}
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}
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@@ -1030,7 +1030,7 @@ void Mesh::SkinBanks::Bank::addSkins(const Mesh& parent, const std::vector<uint3
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for (uint32_t sidx : skinIdxs) {
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m_skinIdxs.push_back(sidx);
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for (const SkinBind& bind : parent.skins[sidx]) {
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if (!bind)
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if (!bind.valid())
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break;
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bool found = false;
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for (uint32_t bidx : m_boneIdxs) {
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