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Fixed a bug were MD5 meshes bottom level accel struct was updated twice.
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@@ -1093,8 +1093,6 @@ idRenderModel *R_EntityDefDynamicModel( idRenderEntityLocal *def ) {
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idRenderModelStatic* staticMesh = (idRenderModelStatic*)def->cachedDynamicModel;
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idRenderModelStatic* staticMesh = (idRenderModelStatic*)def->cachedDynamicModel;
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if (staticMesh)
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if (staticMesh)
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{
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{
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staticMesh->UpdateDXR(def->dxrBottomAccelStruct);
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float dxrTransformMatrix[16];
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float dxrTransformMatrix[16];
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staticMesh->UpdateDXR(def->dxrBottomAccelStruct);
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staticMesh->UpdateDXR(def->dxrBottomAccelStruct);
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RB_CopyModelMatrixToDXRTransform(def->modelMatrix, dxrTransformMatrix);
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RB_CopyModelMatrixToDXRTransform(def->modelMatrix, dxrTransformMatrix);
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