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enable hardware skeletons
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@@ -913,8 +913,8 @@ void RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
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void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton) {
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON, p_skeleton != NULL);
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// state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true);
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, !storage->config.float_texture_supported);
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// state.scene_shader.set_conditional(SceneShaderGLES2::USE_SKELETON_SOFTWARE, true);
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switch (p_element->instance->base_type) {
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@@ -951,9 +951,9 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
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} break;
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}
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if (false && storage->config.float_texture_supported) {
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if (storage->config.float_texture_supported) {
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if (p_skeleton) {
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glActiveTexture(GL_TEXTURE4);
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
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glBindTexture(GL_TEXTURE_2D, p_skeleton->tex_id);
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}
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