2013/6/5 Rico Sch�ller <kgbricola@web.de>
On 05.06.2013 08:48, Christian Costa wrote:
� � � bone = &This->bones[bone_num];
+ � �/* Decrement refcounts of vertices previously influenced */
+ � �for (i = 0; i < bone->num_influences; i++)
+ � � � �if (bone->vertices[i] < This->num_vertices) /* Ignore out of range value */
+ � � � � � �This->vertices_refcounts[bone->vertices[i]]--;
� � � bone->num_influences = num_influences;
� � � HeapFree(GetProcessHeap(), 0, bone->vertices);
� � � HeapFree(GetProcessHeap(), 0, bone->weights);
� � � bone->vertices = new_vertices;
� � � bone->weights = new_weights;
+ � �/* Increment refcounts of vertices newly influenced */
+ � �for (i = 0; i < bone->num_influences; i++)
+ � �{
+ � � � �if (bone->vertices[i] < This->num_vertices) /* Ignore out of range value */
+ � � � � � �This->vertices_refcounts[bone->vertices[i]]--;
+ � �}

Please have a look at the code style (brackets {} at the for loops?). It should be a bit more consistent. Also I think an increment (as said in the comment) is something like "This->vertices_refcounts[bone->vertices[i]]++;".

Oups! It's the wrong patch. I will send an updated version. Thanks!


Maybe you could add a test to verify if the comment or the code is correct?

Ok. I'll add a basic skinning test. I need one anyway. Vertices skinning is ok but normals one does not look the same as native.
Christian