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]]++;".
Maybe you could add a test to verify if the comment or the code is correct?
Cheers Rico
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