Sign in to follow this  

Attributes vs Subsets, Damnit

This topic is 4854 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

When converting to an indexed blended mesh with ID3DXSkinInfo::ConvertToIndexedBlendedMesh, what is the difference between the original mesh's subset count and the attributes or pNumBoneCombinations counts that function passes back? Are these in a different order, have a different count, etc? Or are they the same? I plan to render sub-components of several meshes to assemble a single character, and their attributes must all match in order to do so correctly. Thanks for any help. Oh, and the Damnit part was just to get more hits, sorry :) [Edited by - Jiia on August 25, 2004 8:28:09 PM]

Share this post


Link to post
Share on other sites
When you get the bone combination table back it contains the attribute values.

So, before calling ConvertToIndexedBlendedMesh() you will have a mesh with subsets based on the attributes, but afterwards the subsets will be based on the bone combinations. Each bone combination entry will have an AttribID that you use just like you did prior to the Convert... call.

Got it?

Share this post


Link to post
Share on other sites

This topic is 4854 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this