From 273c0b1a36155ef84e4e915b3ea9219dc692cd61 Mon Sep 17 00:00:00 2001 From: Lynix Date: Sun, 9 Dec 2012 18:35:54 +0100 Subject: [PATCH] Made skinning vertex access clearer Former-commit-id: 682cb547b3492f0cb9e446721c69b7c5acb748b5 --- src/Nazara/Utility/SkeletalMesh.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/Nazara/Utility/SkeletalMesh.cpp b/src/Nazara/Utility/SkeletalMesh.cpp index 1c4ab816a..969777acb 100644 --- a/src/Nazara/Utility/SkeletalMesh.cpp +++ b/src/Nazara/Utility/SkeletalMesh.cpp @@ -264,8 +264,8 @@ void NzSkeletalMesh::Skin(const NzSkeleton* skeleton) const return; } - NzVertexStruct_XYZ_Normal_UV_Tangent* inputVertex = reinterpret_cast(m_impl->bindPoseBuffer); - NzVertexStruct_XYZ_Normal_UV_Tangent* outputVertex = reinterpret_cast(outputBuffer); + NzMeshVertex* inputVertex = reinterpret_cast(m_impl->bindPoseBuffer); + NzMeshVertex* outputVertex = reinterpret_cast(outputBuffer); const NzJoint* joints = skeleton->GetJoints(); unsigned int vertexCount = m_impl->vertexBuffer->GetVertexCount();