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Unpack blend shape arrays when necessary
Blend shapes need to be unpacked if the vertex array is being unpacked
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@ -2493,7 +2493,13 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
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uint32_t new_format = p_format;
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PoolVector<uint8_t> unpacked_array = _unpack_half_floats(array, new_format, p_vertex_count);
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mesh_add_surface(p_mesh, new_format, p_primitive, unpacked_array, p_vertex_count, p_index_array, p_index_count, p_aabb, p_blend_shapes, p_bone_aabbs);
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Vector<PoolVector<uint8_t>> unpacked_blend_shapes;
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for (int i = 0; i < p_blend_shapes.size(); i++) {
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uint32_t temp_format = p_format; // Just throw this away as it will be the same as new_format
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unpacked_blend_shapes.push_back(_unpack_half_floats(p_blend_shapes[i], temp_format, p_vertex_count));
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}
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mesh_add_surface(p_mesh, new_format, p_primitive, unpacked_array, p_vertex_count, p_index_array, p_index_count, p_aabb, unpacked_blend_shapes, p_bone_aabbs);
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return; //do not go any further, above function used unpacked stuff will be used instead.
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}
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