GPU skinning refactoring
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@@ -70,8 +70,8 @@ public:
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bool canAttack = false;
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Character* attackTarget = nullptr;
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bool isPlayer = false;
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bool useGpuSkinning = true;
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//bool useGpuSkinning = false;
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//bool useGpuSkinning = true;
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bool useGpuSkinning = false;
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float interactionRadius = 0.0f;
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@@ -97,6 +97,8 @@ private:
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// if the requested state has no loaded animation.
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AnimationState resolveActiveState() const;
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bool prepareGpuSkinning();
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// GPU skinning: draw using shader-based skinning
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void drawGpuSkinning(Renderer& renderer);
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// Shadow: draw into depth map (no texture, no projection push)
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