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Applies software skinning to the target vertices based on the current matrices.
Syntax
HRESULT UpdateSkinnedMesh(
[in] const D3DXMATRIX *pBoneTransforms,
[in] const D3DXMATRIX *pBoneInvTransposeTransforms,
[in] LPCVOID pVerticesSrc,
[in] PVOID pVerticesDst
);
Parameters
-
pBoneTransforms [in]
-
Type: const D3DXMATRIX*
Bone transform matrix.
-
pBoneInvTransposeTransforms [in]
-
Type: const D3DXMATRIX*
Inverse transpose of the bone transform matrix.
-
pVerticesSrc [in]
-
Type: LPCVOID
Pointer to the buffer containing the source vertices.
-
pVerticesDst [in]
-
Type: PVOID
Pointer to the buffer containing the destination vertices.
Return value
Type: HRESULT
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.
Remarks
When used to skin vertices with two position elements, this method skins the second position element with the inverse of the bone instead of the bone itself.
Requirements
| Requirement | Value |
|---|---|
| Header |
|
| Library |
|
See also