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@ -3928,7 +3928,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota |
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// Upload runtime bone transforms matrices, to compute skinning on the shader (GPU-skinning) |
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// NOTE: Required location must be found and Mesh bones indices and weights must be also uploaded to shader |
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if (mat.shader.locs != NULL && (mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL)) |
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if (p">(mat.shader.locs != NULL) && (mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] != -1) && (model.boneMatrices != NULL)) |
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{ |
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rlEnableShader(mat.shader.id); // Enable shader to set bone transform matrices |
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rlSetUniformMatrices(mat.shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS], model.boneMatrices, model.skeleton.boneCount); |
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