Optimize updating Animated Model bones buffer when it's not dirty
#3827
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@@ -1015,6 +1015,7 @@ void AnimatedModel::Draw(RenderContext& renderContext)
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RenderContext::GPULocker.Lock();
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GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
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RenderContext::GPULocker.Unlock();
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_skinningData.OnFlush();
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}
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SkinnedMesh::DrawInfo draw;
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@@ -1059,6 +1060,7 @@ void AnimatedModel::Draw(RenderContextBatch& renderContextBatch)
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RenderContext::GPULocker.Lock();
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GPUDevice::Instance->GetMainContext()->UpdateBuffer(_skinningData.BoneMatrices, _skinningData.Data.Get(), _skinningData.Data.Count());
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RenderContext::GPULocker.Unlock();
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_skinningData.OnFlush();
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}
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SkinnedMesh::DrawInfo draw;
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