From Rob Smith, makes hardware skinning use of the existing stateset
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@@ -255,11 +255,11 @@ bool RigTransformHardware::init(RigGeometry& geom)
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}
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program->addShader(_shader.get());
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osg::ref_ptr<osg::StateSet> ss = new osg::StateSet;
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osg::ref_ptr<osg::StateSet> ss = geom.getOrCreateStateSet();
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ss->addUniform(getMatrixPaletteUniform());
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ss->addUniform(new osg::Uniform("nbBonesPerVertex", getNumBonesPerVertex()));
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ss->setAttributeAndModes(program.get());
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geom.setStateSet(ss.get());
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_needInit = false;
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return true;
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}
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