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Skinned Mesh Oddity

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To the best of your knowledge, if a call to ConvertToBlendedMesh() fails due to there being too many influences, wouldn't such a call fail at any time on that video card using that mesh? This is not the case for me. My call to ConvertToBlendedMesh (or ConvertToIndexedBlendedMesh) is failing and returning D3DERR_TOOMANYINFLUENCES. However, in the DirectX SDK sample, I checked their call (which looks identical to mine), and it does not fail. Both programs are running on the same computer using the same tiny.x from the SDK, however one call works as planned and one fails. Any ideas of what could be causing this discrepancy? Thanks, Jeff

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