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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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@@ -270,7 +270,7 @@ void RenderingDevice::_bind_methods() {
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ClassDB::bind_method(D_METHOD("sampler_create", "state"), &RenderingDevice::_sampler_create);
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ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()));
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ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data", "use_as_storage"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("vertex_format_create", "vertex_descriptions"), &RenderingDevice::_vertex_format_create);
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ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
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