Microsoft DirectX 8.1 (C++)

ID3DXSkinMesh::UpdateSkinnedMesh

Updates a skin mesh.

HRESULT UpdateSkinnedMesh(
CONST D3DXMATRIX* pBoneTransforms,
CONST D3DXMATRIX* pBoneInvTransforms,
LPD3DXMESH pMesh
);

Parameters

pBoneTransforms
[in] Pointer to an array of D3DXMATRIX structures, representing the new bone transforms. The length of this array is the count of all the bones in the skin mesh.
pBoneInvTransforms
[in] Pointer to an array of D3DXMATRIX structures, representing the bone inverse transforms. The length of this array is the count of all the bones in the skin mesh. If all the bone transforms are orthonormal (the transpose of the bone matrix is equal to the inverse), pBoneInvTrans should be specified with NULL.
pMesh
[out, retval] Pointer to an ID3DXMesh interface, representing the updated skinned mesh.

Return Values

If the method succeeds, the return value is D3D_OK.

If the method fails, the return value can be D3DERR_INVALIDCALL.

Remarks

This method updates the vertices blended with the new bone transforms.

Requirements

  Header: Declared in D3dx8mesh.h.
  Import Library: Use D3dx8.lib.

See Also

ID3DXSkinMesh::GenerateSkinnedMesh