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Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
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@@ -541,7 +541,7 @@ Array SurfaceTool::commit_to_arrays() {
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ERR_CONTINUE(v.bones.size() != count);
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for (int j = 0; j < count; j++) {
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w[idx + j] = v.bones[j];
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w[idx * count + j] = v.bones[j];
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}
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}
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@@ -561,7 +561,7 @@ Array SurfaceTool::commit_to_arrays() {
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ERR_CONTINUE(v.weights.size() != count);
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for (int j = 0; j < count; j++) {
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w[idx + j] = v.weights[j];
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w[idx * count + j] = v.weights[j];
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}
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}
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