2013/6/5 Rico Schüller <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