Refactoring
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@@ -97,8 +97,6 @@ private:
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// if the requested state has no loaded animation.
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AnimationState resolveActiveState() const;
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// GPU skinning: prepare per-animation VBOs (called lazily on first draw)
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void prepareGpuSkinningVBOs(BoneAnimationData& anim);
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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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