forked from mirrors/0ad
Removing GL3 dependency from GPU skinning code.
This was SVN commit r12801.
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@@ -346,7 +346,7 @@ void InstancingModelRenderer::PrepareModelDef(const CShaderProgramPtr& shader, i
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// GPU skinning requires extra attributes to compute positions/normals
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if (m->gpuSkinning)
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{
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shader->VertexAttribIPointer("a_skinJoints", 4, GL_UNSIGNED_BYTE, stride, base + m->imodeldef->m_BlendJoints.offset);
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shader->VertexAttribPointer("a_skinJoints", 4, GL_UNSIGNED_BYTE, GL_FALSE, stride, base + m->imodeldef->m_BlendJoints.offset);
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shader->VertexAttribPointer("a_skinWeights", 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, base + m->imodeldef->m_BlendWeights.offset);
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}
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