convert bone uniform to use shader set method
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@ -446,10 +446,8 @@ public class Mesh {
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//Handle bones
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//Handle bones
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//
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//
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if(bones != null && !bones.isEmpty()){
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if(bones != null && !bones.isEmpty()){
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glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "hasBones"), 1);
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openGLState.getActiveShader().setUniform(openGLState, "hasBones", 1);
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Globals.renderingEngine.checkError();
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openGLState.getActiveShader().setUniform(openGLState, "numBones", bones.size());
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glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "numBones"), bones.size());
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Globals.renderingEngine.checkError();
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Iterator<String> boneIterator = boneIdList.iterator();
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Iterator<String> boneIterator = boneIdList.iterator();
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// float bufferarray[] = new float[16];
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// float bufferarray[] = new float[16];
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int incrementer = 0;
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int incrementer = 0;
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@ -465,27 +463,22 @@ public class Mesh {
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// System.out.println(currentUniform);
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// System.out.println(currentUniform);
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// System.out.println(currentMat);
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// System.out.println(currentMat);
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// }
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// }
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openGLState.getActiveShader().setUniform(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), currentMat);
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openGLState.getActiveShader().setUniform(openGLState, currentUniform, currentMat);
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Globals.renderingEngine.checkError();
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// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, bufferarray);
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// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, bufferarray);
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} else {
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} else {
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// System.out.println("Bonename: " + boneName);
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// System.out.println("Bonename: " + boneName);
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// System.exit(1);
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// System.exit(1);
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openGLState.getActiveShader().setUniform(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), new float[16]);
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openGLState.getActiveShader().setUniform(openGLState, currentUniform, new float[16]);
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Globals.renderingEngine.checkError();
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// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, new float[16]);
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// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, new float[16]);
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}
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}
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incrementer++;
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incrementer++;
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}
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}
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} else {
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} else {
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glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "hasBones"), 0);
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openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
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Globals.renderingEngine.checkError();
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}
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}
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} else {
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} else {
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glUniform1i(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), "hasBones"), 0);
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openGLState.getActiveShader().setUniform(openGLState, "hasBones", 0);
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Globals.renderingEngine.checkError();
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}
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}
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Globals.renderingEngine.checkError();
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if(renderPipelineState.getBufferStandardUniforms()){
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if(renderPipelineState.getBufferStandardUniforms()){
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