mesh_mrm_skinned.cpp File Reference


Detailed Description

Optimised shape for skinned object with MRM, 1 UV coordinates, 1 to 4 skinning weight and 256 matrices This shape works only in skin group mode. You must enable the mesh skin manager in the render traversal of your scene to used this model. Tangeant space, vertex program, mesh block rendering and vertex buffer hard are not available.

Id
mesh_mrm_skinned.cpp,v 1.2 2004/01/15 17:33:18 lecroart Exp

Definition in file mesh_mrm_skinned.cpp.

#include "std3d.h"
#include "nel/misc/bsphere.h"
#include "nel/misc/system_info.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/fast_mem.h"
#include "3d/mesh_mrm_skinned.h"
#include "3d/mrm_builder.h"
#include "3d/mrm_parameters.h"
#include "3d/mesh_mrm_skinned_instance.h"
#include "3d/scene.h"
#include "3d/skeleton_model.h"
#include "3d/stripifier.h"
#include "3d/mesh_blender.h"
#include "3d/render_trav.h"
#include "nel/misc/fast_floor.h"
#include "3d/raw_skinned.h"
#include "3d/shifted_triangle_cache.h"
#include "3d/texture_file.h"
#include "3d/matrix_3x4.h"
#include "mesh_mrm_skinned_template.cpp"

Go to the source code of this file.

Namespaces

namespace  NL3D

Data Structures

class  CMatrix3x4SSEArray

Defines

#define NL3D_SSE_ALIGNEMENT   16


Define Documentation

#define NL3D_SSE_ALIGNEMENT   16
 

Definition at line 2136 of file mesh_mrm_skinned.cpp.


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