SkinInformation.ConvertToBlendedMesh Method

Language:

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.

Definition

Visual Basic Public Function ConvertToBlendedMesh( _
    ByVal mesh As Mesh, _
    ByVal options As MeshFlags, _
    ByVal adjacencyIn As GraphicsStream, _
    ByRef maxFaceInfluence As Integer, _
    ByRef boneCombinationTable As BoneCombination, _
    ByRef adjacencyOut As Integer, _
    ByRef faceRemap As Integer, _
    ByRef vertexRemap As GraphicsStream _
) As Mesh
C# public Mesh ConvertToBlendedMesh(
    Mesh mesh,
    MeshFlags options,
    GraphicsStream adjacencyIn,
    out int maxFaceInfluence,
    out BoneCombination boneCombinationTable,
    out int adjacencyOut,
    out int faceRemap,
    out GraphicsStream vertexRemap
);
C++ public:
MeshConvertToBlendedMesh(
    Meshmesh,
    MeshFlags options,
    GraphicsStreamadjacencyIn,
    [Out] intmaxFaceInfluence,
    [Out] BoneCombinationboneCombinationTable,
    [Out] intadjacencyOut,
    [Out] intfaceRemap,
    [Out] GraphicsStream^% vertexRemap
);
JScript public function ConvertToBlendedMesh(
    mesh : Mesh,
    options : MeshFlags,
    adjacencyIn : GraphicsStream,
    maxFaceInfluence : int,
    boneCombinationTable : BoneCombination,
    adjacencyOut : int,
    faceRemap : int,
    vertexRemap : GraphicsStream
) : Mesh;

Parameters

mesh Microsoft.DirectX.Direct3D.Mesh
Source Mesh.
options Microsoft.DirectX.Direct3D.MeshFlags
A MeshFlags object that specifies creation options for the new mesh.
adjacencyIn Microsoft.DirectX.GraphicsStream
A GraphicsStream object 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.

Return Value

Microsoft.DirectX.Direct3D.Mesh
A Mesh object that represents the new mesh.

Remarks

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.


Send comments about this topic to Microsoft. © Microsoft Corporation. All rights reserved.

Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center