Make sure Mesh.isAnimated() works for hardware skinning
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@ -1349,9 +1349,17 @@ public class Mesh implements Savable, Cloneable {
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return buffersList;
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return buffersList;
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}
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}
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/**
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* Determines if the mesh uses bone animation.
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*
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* A mesh uses bone animation if it has bone index / weight buffers
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* such as {@link Type#BoneIndex} or {@link Type#HWBoneIndex}.
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*
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* @return true if the mesh uses bone animation, false otherwise
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*/
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public boolean isAnimated() {
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public boolean isAnimated() {
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//TODO this won't work once we have pose animations, we should find a better way to check for animation
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return getBuffer(Type.BoneIndex) != null ||
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return getBuffer(Type.BindPosePosition) != null && getBuffer(Type.BoneIndex) != null && getBuffer(Type.BoneWeight) != null;
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getBuffer(Type.HWBoneIndex) != null;
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}
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}
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