// Apply our BSM
if (!bindShapeMatrix.isIdentity()) {
bindPose.transformVertices(bindShapeMatrix);
if (bindPose.getNormalBuffer() != null) {
bindPose.transformNormals(bindShapeMatrix, true);
}
}
// TODO: This is only needed for CPU skinning... consider a way of making it optional.
// Copy bind pose to mesh data to setup for CPU skinning