Added ability to store position, normal, tangent, and uv vertex attributes using GL_SHORT to reduce memory consumption and bandwidth.
Now taking advantage of GL_EXT_discard_framebuffer to reduce extraneous memory copy operations in the PowerVR driver Implemented native support for Maya's extended scene graph node attributes (pre-transform, post-transform, pivot sets, scale compensation) Debugging of broken skinned mesh renderer in progress
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@@ -393,4 +393,8 @@ void main()
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#endif
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#if BONE_COUNT > 0
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gl_FragColor.b = 1.0;
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#endif
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}
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