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[MODELS] Better fix for GPU skinning issues (raysan5#4353)
* Make the max VBO match the animation flag.
* re-enable GPU skinning for mac, and fix the max buffer to be correct based on the GPU skinning support flag.
// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] !=-1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
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#endif
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-
#ifdefRL_SUPPORT_MESH_ANIMATION_VBO
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+
#ifdefRL_SUPPORT_MESH_GPU_SKINNING
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// Upload Bone Transforms
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if (material.shader.locs[SHADER_LOC_BONE_MATRICES] !=-1&&mesh.boneMatrices)
// Bind mesh VBO data: vertex bone ids (shader-location = 6, if available)
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if (material.shader.locs[SHADER_LOC_VERTEX_BONEIDS] !=-1)
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{
@@ -1773,8 +1773,8 @@ void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, i
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#if !defined(PLATFORM_VITA)
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// Upload model normal matrix (if locations available)
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if (material.shader.locs[SHADER_LOC_MATRIX_NORMAL] !=-1) rlSetUniformMatrix(material.shader.locs[SHADER_LOC_MATRIX_NORMAL], MatrixTranspose(MatrixInvert(matModel)));
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-
#endif
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-
#ifdefRL_SUPPORT_MESH_ANIMATION_VBO
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+
#endif
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+
#ifdefRL_SUPPORT_MESH_GPU_SKINNING
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// Upload Bone Transforms
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if (material.shader.locs[SHADER_LOC_BONE_MATRICES] !=-1&&mesh.boneMatrices)
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