Made skinning vertex access clearer
Former-commit-id: 682cb547b3492f0cb9e446721c69b7c5acb748b5
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@ -264,8 +264,8 @@ void NzSkeletalMesh::Skin(const NzSkeleton* skeleton) const
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return;
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return;
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}
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}
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NzVertexStruct_XYZ_Normal_UV_Tangent* inputVertex = reinterpret_cast<NzVertexStruct_XYZ_Normal_UV_Tangent*>(m_impl->bindPoseBuffer);
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NzMeshVertex* inputVertex = reinterpret_cast<NzMeshVertex*>(m_impl->bindPoseBuffer);
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NzVertexStruct_XYZ_Normal_UV_Tangent* outputVertex = reinterpret_cast<NzVertexStruct_XYZ_Normal_UV_Tangent*>(outputBuffer);
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NzMeshVertex* outputVertex = reinterpret_cast<NzMeshVertex*>(outputBuffer);
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const NzJoint* joints = skeleton->GetJoints();
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const NzJoint* joints = skeleton->GetJoints();
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unsigned int vertexCount = m_impl->vertexBuffer->GetVertexCount();
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unsigned int vertexCount = m_impl->vertexBuffer->GetVertexCount();
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