In my Direct3D applications, I got 2 attribute groups that one of them has a material index of 1 (0 and 1). In my hierarchy loader, it gets 2 attribute groups on that subset and only 1 material on that subset (0). When I was looping it,
for (int i = 0; i < boneMesh->m_NumAttributeGroups; i++)
int mtrlIndex = boneMesh->attributeTable[i].AttribId;
say i is 2, then mtrlIndex is 1. So a problem arises, as the loader only has index 0 in the buffer, I don't have that material in attribute group 2.
So my problem is how do I clear attribute groups in max? How does it relate to materials?