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Avoid reskinning joints for animated meshes twice for each frame.
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@ -236,15 +236,6 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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// set CurrentFrameNr
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buildFrameNr(timeMs-LastTimeMs);
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// update bbox
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if (Mesh)
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{
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scene::IMesh * mesh = getMeshForCurrentFrame();
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if (mesh)
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Box = mesh->getBoundingBox();
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}
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LastTimeMs = timeMs;
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IAnimatedMeshSceneNode::OnAnimate(timeMs);
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