SkinInformation.ConvertToBlendedMesh Method |
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Takes an existing mesh and returns a new mesh with per-vertex blend weights and a bone combination table. The table describes which bones affect which subsets of the mesh.
Visual Basic Public Function ConvertToBlendedMesh( _
ByVal mesh As Mesh, _
ByVal options As MeshFlags, _
ByVal adjacencyIn() As Integer, _
ByRef maxFaceInfluence As Integer, _
ByRef boneCombinationTable As BoneCombination, _
ByRef adjacencyOut As Integer, _
ByRef faceRemap As Integer, _
ByRef vertexRemap As GraphicsStream _
) As MeshC# public Mesh ConvertToBlendedMesh(
Mesh mesh,
MeshFlags options,
int[] adjacencyIn,
out int maxFaceInfluence,
out BoneCombination boneCombinationTable,
out int adjacencyOut,
out int faceRemap,
out GraphicsStream vertexRemap
);C++ public:
Mesh^ ConvertToBlendedMesh(
Mesh^ mesh,
MeshFlags options,
array<int>^ adjacencyIn,
[Out] int% maxFaceInfluence,
[Out] BoneCombination% boneCombinationTable,
[Out] int% adjacencyOut,
[Out] int% faceRemap,
[Out] GraphicsStream^% vertexRemap
);JScript public function ConvertToBlendedMesh(
mesh : Mesh,
options : MeshFlags,
adjacencyIn : int[],
maxFaceInfluence : int,
boneCombinationTable : BoneCombination,
adjacencyOut : int,
faceRemap : int,
vertexRemap : GraphicsStream
) : Mesh;
mesh Microsoft.DirectX.Direct3D.Mesh
Source Mesh.options Microsoft.DirectX.Direct3D.MeshFlags
A MeshFlags object that specifies creation options for the new mesh.adjacencyIn System.Int32[]
Array that contains the input mesh adjacency information.maxFaceInfluence System.Int32
Integer that contains the maximum number of bone influences required per vertex for the current skinning method.boneCombinationTable Microsoft.DirectX.Direct3D.BoneCombination[]
Array of BoneCombination objects.adjacencyOut System.Int32[]
Array that contains the output mesh adjacency information.faceRemap System.Int32[]
Array that contains a new index for each face.vertexRemap Microsoft.DirectX.GraphicsStream
A GraphicsStream object that contains a new index for each vertex.
Microsoft.DirectX.Direct3D.Mesh
A Mesh object that represents the new mesh.
Each element in the remap arrays specifies the previous index for that position. For example, if a vertex is in position 3 but is remapped to position 5, the fifth element of vertexRemap contains 3.
Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value.
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