[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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