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Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
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@@ -1079,7 +1079,11 @@ void RendererSceneRenderForward::_render_list(RenderingDevice::DrawListID p_draw
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switch (e->instance->base_type) {
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case RS::INSTANCE_MESH: {
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storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
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if (e->instance->mesh_instance.is_valid()) { //skeleton and blend shape
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storage->mesh_instance_surface_get_arrays_and_format(e->instance->mesh_instance, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
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} else {
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storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
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}
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} break;
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case RS::INSTANCE_MULTIMESH: {
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RID mesh = storage->multimesh_get_mesh(e->instance->base);
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