Push empty InstanceData independently of gl level
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@ -57,10 +57,10 @@ void STKInstancedSceneNode::createGLMeshes()
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mesh.vaoBaseVertex = p.first;
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mesh.vaoOffset = p.second;
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mesh.VAOType = mb->getVertexType();
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instanceData.push_back(std::vector<InstanceData>());
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}
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else
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fillLocalBuffer(mesh, mb);
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instanceData.push_back(std::vector<InstanceData>());
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}
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isMaterialInitialized = false;
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}
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