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WARNING: BREAKING: REDESIGNED: **Animation System** #4606
REVIEWED: Reorganized structures for a clearer distinction between "skeleton", "skin" and "skinning" data ADDED: New structures: `ModelSkeleton`, `ModelAnimPose` (alias `Transform*`) ADDED: Runtime data `currentPose` and `boneMatrices` to `Model` structure ADDED: Support animation frames-blending, for timing control ADDED: Support animations blending, between two animations REVIEWED: All models animation loading functions ADDED: `UpdateModelAnimationEx()` for two animations blending REMOVED: `UpdateModelAnimationBones*()`, simplified API REVIEWED: Shader attributes/uniforms names for animations, for consistency REVIEWED: Multiple tweaks on animations loading for consistency between formats ADDED: example: `models_animation_timing` ADDED: example: `models_animation_blending` REVIEWED: example: `models_animation_gpu_skinning` REVIEWED: example: `models_animation_blend_custom` REVIEWED: All animated models loading examples
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@ -1286,7 +1286,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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// - vertex color location = 3
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// - vertex tangent location = 4
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// - vertex texcoord2 location = 5
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// - vertex boneIds location = 6
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// - vertex boneIndices location = 6
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// - vertex boneWeights location = 7
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// NOTE: If any location is not found, loc point becomes -1
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@ -1303,9 +1303,9 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_VERTEX_NORMAL] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL);
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shader.locs[SHADER_LOC_VERTEX_TANGENT] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT);
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shader.locs[SHADER_LOC_VERTEX_COLOR] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR);
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shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEIDS);
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shader.locs[SHADER_LOC_VERTEX_BONEIDS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEINDICES);
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shader.locs[SHADER_LOC_VERTEX_BONEWEIGHTS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_BONEWEIGHTS);
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shader.locs[SHADER_LOC_VERTEX_INSTANCE_TX] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCE_TX);
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shader.locs[SHADER_LOC_VERTEX_INSTANCETRANSFORMS] = rlGetLocationAttrib(shader.id, RL_DEFAULT_SHADER_ATTRIB_NAME_INSTANCETRANSFORMS);
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// Get handles to GLSL uniform locations (vertex shader)
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shader.locs[SHADER_LOC_MATRIX_MVP] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP);
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@ -1313,7 +1313,7 @@ Shader LoadShaderFromMemory(const char *vsCode, const char *fsCode)
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shader.locs[SHADER_LOC_MATRIX_PROJECTION] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION);
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shader.locs[SHADER_LOC_MATRIX_MODEL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL);
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shader.locs[SHADER_LOC_MATRIX_NORMAL] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL);
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shader.locs[SHADER_LOC_BONE_MATRICES] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONE_MATRICES);
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shader.locs[SHADER_LOC_MATRIX_BONETRANSFORMS] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_BONEMATRICES);
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// Get handles to GLSL uniform locations (fragment shader)
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shader.locs[SHADER_LOC_COLOR_DIFFUSE] = rlGetLocationUniform(shader.id, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR);
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