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Fix drawing of 2D skeletons in the RD renderer.
Also clean up skeleton code in preparation for adding them to GLES3 Properly update Mesh2D AABBs when skeleton is updated
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@@ -2681,16 +2681,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
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primitive_arrays.index_array[3] = shader.quad_index_array = RD::get_singleton()->index_array_create(shader.quad_index_buffer, 0, 6);
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}
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{ //default skeleton buffer
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shader.default_skeleton_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkeletonUniform));
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SkeletonUniform su;
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_update_transform_2d_to_mat4(Transform2D(), su.skeleton_inverse);
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_update_transform_2d_to_mat4(Transform2D(), su.skeleton_transform);
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RD::get_singleton()->buffer_update(shader.default_skeleton_uniform_buffer, 0, sizeof(SkeletonUniform), &su);
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shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
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}
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{
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//default shadow texture to keep uniform set happy
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RD::TextureFormat tf;
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@@ -2834,8 +2824,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() {
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memdelete_arr(state.light_uniforms);
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RD::get_singleton()->free(state.lights_uniform_buffer);
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RD::get_singleton()->free(shader.default_skeleton_uniform_buffer);
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RD::get_singleton()->free(shader.default_skeleton_texture_buffer);
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}
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//shadow rendering
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