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@@ -8431,11 +8431,6 @@ var BABYLON;
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this._evaluateActiveMeshes();
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this._evaluateActiveMeshes();
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this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
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this._evaluateActiveMeshesDuration += BABYLON.Tools.Now - beforeEvaluateActiveMeshesDate;
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BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
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BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
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- for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
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- var skeleton = this._activeSkeletons.data[skeletonIndex];
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- skeleton.prepare();
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- this._activeBones += skeleton.bones.length;
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- }
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// Render targets
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// Render targets
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var beforeRenderTargetDate = BABYLON.Tools.Now;
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var beforeRenderTargetDate = BABYLON.Tools.Now;
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if (this.renderTargetsEnabled) {
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if (this.renderTargetsEnabled) {
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@@ -8586,6 +8581,11 @@ var BABYLON;
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this._physicsEngine._runOneStep(deltaTime / 1000.0);
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this._physicsEngine._runOneStep(deltaTime / 1000.0);
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BABYLON.Tools.EndPerformanceCounter("Physics");
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BABYLON.Tools.EndPerformanceCounter("Physics");
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}
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}
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+ for (var skeletonIndex = 0; skeletonIndex < this._activeSkeletons.length; skeletonIndex++) {
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+ var skeleton = this._activeSkeletons.data[skeletonIndex];
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+ skeleton.prepare();
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+ this._activeBones += skeleton.bones.length;
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+ }
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// Customs render targets
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// Customs render targets
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var beforeRenderTargetDate = BABYLON.Tools.Now;
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var beforeRenderTargetDate = BABYLON.Tools.Now;
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var engine = this.getEngine();
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var engine = this.getEngine();
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