[PATCH] d3dx9_36: Implement ID3DXSkinInfoImpl_UpdateSkinnedMesh.
Rico Schüller
kgbricola at web.de
Wed Jun 5 02:59:27 CDT 2013
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
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