OpenGL2: Add GPU vertex skinning for IQM models
Using GPU vertex skinning is significantly faster than CPU vertex skinning. Especially since OpenGL2 has to run R_VaoPackNormal() and R_VaoPackTangent() each vertex each frame which causes CPU vertex skinning to be significantly slower than OpenGL1 renderer.
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@@ -1313,4 +1313,5 @@ void (*rb_surfaceTable[SF_NUM_SURFACE_TYPES])( void *) = {
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(void(*)(void*))RB_SurfaceFlare, // SF_FLARE,
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(void(*)(void*))RB_SurfaceEntity, // SF_ENTITY
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(void(*)(void*))RB_SurfaceVaoMdvMesh, // SF_VAO_MDVMESH
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(void(*)(void*))RB_IQMSurfaceAnimVao, // SF_VAO_IQM
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};
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