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vertex blending code

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I''m working on shinned mesh code and I''m having trouble blending the vertices. I can''t tell if it''s my vertex weights or my matrices or my meshes or what. Everything I find on the net explains how to do this by using the DirectX pipeline (which avoid the math) or vertex shaders (which focuses on the use of vertex shaders and usually skips the math). Specifically, my blending only works correctly at the origin. Does someone know where I could find help? Or what I''m doing wrong, I guess?

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