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GPU: Correct large morph vertex advance.
Can be 544 bytes per vertex.
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1 changed files with 2 additions and 1 deletions
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@ -460,7 +460,8 @@ public:
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bool throughmode;
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bool skinInDecode;
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u8 size;
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// With morph and weights, this can be more than 256 bytes.
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u16 size;
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u8 onesize_;
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u8 weightoff;
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