Made skinning vertex access clearer

Former-commit-id: 682cb547b3492f0cb9e446721c69b7c5acb748b5
This commit is contained in:
Lynix 2012-12-09 18:35:54 +01:00
parent 5bce3e26a2
commit 273c0b1a36
1 changed files with 2 additions and 2 deletions

View File

@ -264,8 +264,8 @@ void NzSkeletalMesh::Skin(const NzSkeleton* skeleton) const
return;
}
NzVertexStruct_XYZ_Normal_UV_Tangent* inputVertex = reinterpret_cast<NzVertexStruct_XYZ_Normal_UV_Tangent*>(m_impl->bindPoseBuffer);
NzVertexStruct_XYZ_Normal_UV_Tangent* outputVertex = reinterpret_cast<NzVertexStruct_XYZ_Normal_UV_Tangent*>(outputBuffer);
NzMeshVertex* inputVertex = reinterpret_cast<NzMeshVertex*>(m_impl->bindPoseBuffer);
NzMeshVertex* outputVertex = reinterpret_cast<NzMeshVertex*>(outputBuffer);
const NzJoint* joints = skeleton->GetJoints();
unsigned int vertexCount = m_impl->vertexBuffer->GetVertexCount();