Microsoft DirectX 8.1 (Visual Basic) |
object.ConvertToBlendedMesh( _ Options As Long, _ AdjacencyIn As Any, _ AdjacencyOut As Any, _ RetNumBoneCombinations As Long, _ RetBoneCombinationTable As D3DXBuffer, _ pFaceRemap As Any, _ VertexRemap As D3DXBuffer) As D3DXMesh
Returns a D3DXMesh object, representing the blended mesh.
If the method fails, an error is raised and Err.Number can be set to E_OUTOFMEMORY or D3DXERR_INVALIDMESH.
For information on trapping errors, see the Microsoft® Visual Basic® Error Handling topic.
This method takes a skin mesh and converts it into a blended mesh (a mesh with bone influences) using the Microsoft® Direct3D® vertex blending functionality available in Microsoft® DirectX® 7.x. For more information, see Geometry Blending.
The following code fragment shows how to use a D3DXBuffer object to pass adjacency information.
Dim Opts As Long Dim D3DXbAdjacencyIn As D3DXBuffer Dim D3DXbAdjacencyOut As Any Dim NumBC As Long Dim RetTable As D3DXBuffer ' This code fragment assumes that all arguments ' have been properly initialized. Call D3DX8.ConvertToBlendedMesh(Opts, ByVal D3DXbAdjacencyIn.GetBufferPointer, _ D3DXbAdjacencyOut, NumBC, RetTable )