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Fix VBO hint in content_cao
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@ -814,15 +814,21 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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}
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}
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/* Set VBO hint */
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/* Set VBO hint */
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// - if shaders are disabled we modify the mesh often
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// wieldmesh sets its own hint, no need to handle it
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// - sprites are also modified often
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// - the wieldmesh sets its own hint
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// - bone transformations do not need to modify the vertex data
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if (m_enable_shaders && (m_meshnode || m_animated_meshnode)) {
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if (m_enable_shaders && (m_meshnode || m_animated_meshnode)) {
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if (m_meshnode)
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// sprite uses vertex animation
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if (m_meshnode && m_prop.visual != "upright_sprite")
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m_meshnode->getMesh()->setHardwareMappingHint(scene::EHM_STATIC);
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m_meshnode->getMesh()->setHardwareMappingHint(scene::EHM_STATIC);
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if (m_animated_meshnode)
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m_animated_meshnode->getMesh()->setHardwareMappingHint(scene::EHM_STATIC);
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if (m_animated_meshnode) {
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auto *mesh = m_animated_meshnode->getMesh();
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// skinning happens on the CPU
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if (m_animated_meshnode->getJointCount() > 0)
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mesh->setHardwareMappingHint(scene::EHM_STREAM, scene::EBT_VERTEX);
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else
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mesh->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_VERTEX);
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mesh->setHardwareMappingHint(scene::EHM_STATIC, scene::EBT_INDEX);
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}
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}
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}
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/* don't update while punch texture modifier is active */
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/* don't update while punch texture modifier is active */
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