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SkinInformation.ConvertToBlendedMesh Method |
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Takes an existing mesh and returns a new mesh with per-vertex blend weights and a bone combination table. The table describes which bones affect which subsets of the mesh.
Visual Basic .NET Public Function ConvertToBlendedMesh( _
ByVal mesh As Mesh, _
ByVal options As MeshFlags, _
ByVal adjacencyIn As GraphicsStream, _
ByRef maxFaceInfluence As Integer, _
ByRef boneCombinationTable As BoneCombination, _
ByRef adjacencyOut As Integer, _
ByRef faceRemap As Integer, _
ByRef vertexRemap As GraphicsStream _
) As MeshC# public Mesh ConvertToBlendedMesh(
Mesh mesh,
MeshFlags options,
GraphicsStream adjacencyIn,
out int maxFaceInfluence,
out BoneCombination boneCombinationTable,
out int adjacencyOut,
out int faceRemap,
out GraphicsStream vertexRemap
);Managed C++ public: Mesh* ConvertToBlendedMesh(
Mesh *mesh,
MeshFlags options,
GraphicsStream *adjacencyIn,
int *maxFaceInfluence,
BoneCombination *boneCombinationTable,
int *adjacencyOut,
int *faceRemap,
GraphicsStream **vertexRemap
);JScript .NET public function ConvertToBlendedMesh(
mesh : Mesh,
options : MeshFlags,
adjacencyIn : GraphicsStream,
maxFaceInfluence : int,
boneCombinationTable : BoneCombination,
adjacencyOut : int,
faceRemap : int,
vertexRemap : GraphicsStream
) : Mesh;
mesh Microsoft.DirectX.Direct3D.Mesh. Source Mesh. options Microsoft.DirectX.Direct3D.MeshFlags. A MeshFlags object that specifies creation options for the new mesh. adjacencyIn Microsoft.DirectX.GraphicsStream. A GraphicsStream object that contains the input mesh adjacency information. maxFaceInfluence System.Int32. Integer that contains the maximum number of bone influences required per vertex for the current skinning method. boneCombinationTable Microsoft.DirectX.Direct3D.BoneCombination[]. Array of BoneCombination objects. adjacencyOut System.Int32[]. Array that contains the output mesh adjacency information. faceRemap System.Int32[]. Array that contains a new index for each face. vertexRemap Microsoft.DirectX.GraphicsStream. A GraphicsStream object that contains a new index for each vertex.
Microsoft.DirectX.Direct3D.Mesh . A Mesh object that represents the new mesh.
Each element in the remap arrays specifies the previous index for that position. For example, if a vertex is in position 3 but is remapped to position 5, the fifth element of vertexRemap contains 3.
Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value.
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