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Uses default group for vertex buffer for skinning
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@@ -354,11 +354,11 @@ CModelRData* GPUSkinnedModelModelRenderer::CreateModelData(const void* key, CMod
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modelRData->m_PositionHandle = g_Renderer.GetVertexBufferManager().AllocateChunk(
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OUTPUT_POSITION_STRIDE, numberOfVertices, Renderer::Backend::IBuffer::Type::VERTEX,
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Renderer::Backend::IBuffer::Usage::STORAGE,
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nullptr, CVertexBufferManager::Group::WATER);
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nullptr, CVertexBufferManager::Group::DEFAULT);
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modelRData->m_NormalTangentHandle = g_Renderer.GetVertexBufferManager().AllocateChunk(
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OUTPUT_NORMAL_TANGENT_STRIDE, numberOfVertices, Renderer::Backend::IBuffer::Type::VERTEX,
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Renderer::Backend::IBuffer::Usage::STORAGE,
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nullptr, CVertexBufferManager::Group::WATER);
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nullptr, CVertexBufferManager::Group::DEFAULT);
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return modelRData;
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}
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