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Artemking4 finds why bone 0 breaks IMesh:DrawSkinned

Artemking4 found the root cause of the bone 0 problem in IMesh:DrawSkinned: in shaderapidx8.cpp, bone 0 is also loaded as the model matrix, so rendering breaks unless it is reset afterwards. Wrapping the call in cam.PushModelMatrix and the matching pop fixes it, and he asks for bone 0 to be exposed.

Details

Without bone 0, player and NPC models that use all 53 bones have to be split into two draw calls, which hurts performance. The issue includes screenshots and a spiral test script. It follows his earlier argument with Rubat in #next-update about whether DrawSkinned should allow bone 0.