Try an up-to-date current frame bone-child attachment in legacy pipeline
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@ -133,6 +133,20 @@ namespace scene
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}
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}
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virtual void recursiveUpdateAbsolutePosition()
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{
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if (IsVisible)
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{
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// update absolute position
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updateAbsolutePosition();
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// perform the post render process on all children
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ISceneNodeList::Iterator it = Children.begin();
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for (; it != Children.end(); ++it)
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(*it)->recursiveUpdateAbsolutePosition();
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}
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}
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//! Renders the node.
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virtual void render() = 0;
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@ -249,6 +249,10 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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LastTimeMs = timeMs;
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IAnimatedMeshSceneNode::OnAnimate(timeMs);
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// For up-to-date current frame bone-child attachment
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for (u32 n=0;n<JointChildSceneNodes.size();++n)
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JointChildSceneNodes[n]->recursiveUpdateAbsolutePosition();
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}
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