SubMeshs are now valid even when not animated

Former-commit-id: 5bd6289d30f4f6ffa1fcaf8d946aa9aba9cf7131
This commit is contained in:
Lynix
2012-12-03 16:24:47 +01:00
parent 817119933c
commit 2e40ad832e
6 changed files with 27 additions and 0 deletions

View File

@@ -35,6 +35,8 @@ class NAZARA_API NzSkeletalMesh final : public NzSubMesh
bool Create(NzVertexBuffer* vertexBuffer, unsigned int weightCount);
void Destroy();
void Finish();
const NzAxisAlignedBox& GetAABB() const;
nzAnimationType GetAnimationType() const final;
void* GetBindPoseBuffer();