[PATCH] d3dx9_36: Implement ID3DXSkinInfoImpl_UpdateSkinnedMesh.

Christian Costa titan.costa at gmail.com
Wed Jun 5 04:29:34 CDT 2013


2013/6/5 Rico Schüller <kgbricola at 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
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