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<h1>NL3D::CMeshMRMGeom::CLod Class Reference</h1><hr><a name="_details"></a><h2>Detailed Description</h2>
A LOD of the MRM.
<p>
<p>
Definition at line <a class="el" href="a06006.html#l00377">377</a> of file <a class="el" href="a06006.html">mesh_mrm.h</a>.<table border=0 cellpadding=0 cellspacing=0>
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<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLoda0">buildSkinVertexBlocks</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLoda1">CLod</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLoda2">optimizeTriangleOrder</a> ()</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLoda3">serial</a> (<a class="el" href="a02270.html">NLMISC::IStream</a> &f)</td></tr>
<tr><td colspan=2><br><h2>Data Fields</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a02971.html">CMRMWedgeGeom</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo0">Geomorphs</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">List of geomorph, for this LOD. <a href="#NL3D_1_1CMeshMRMGeom_1_1CLodo0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a04558.html#a11">uint32</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo1">InfluencedVertices</a> [NL3D_MESH_SKINNING_MAX_MATRIX]</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a04558.html#a11">uint32</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo2">MatrixInfluences</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Skinning: list of Matrix which influence this Lod. So we know what matrix to compute. <a href="#NL3D_1_1CMeshMRMGeom_1_1CLodo2"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo3">NWedges</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">The number of vertex in The VB this Lod needs. <a href="#NL3D_1_1CMeshMRMGeom_1_1CLodo3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo4">OriginalSkinRestored</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">Skinning: does the VBuffer part of this Lod contains original skin vertices. <a href="#NL3D_1_1CMeshMRMGeom_1_1CLodo4"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a02896.html">CRdrPass</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo5">RdrPass</a></td></tr>
<tr><td class="mdescLeft"> </td><td class="mdescRight">List of rdr pass, for this LOD. <a href="#NL3D_1_1CMeshMRMGeom_1_1CLodo5"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a02898.html">CVertexBlock</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo6">SkinVertexBlocks</a></td></tr>
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<hr><h2>Constructor & Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLoda1" doxytag="NL3D::CMeshMRMGeom::CLod::CLod" ></a><p>
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<td class="md" nowrap valign="top"> NL3D::CMeshMRMGeom::CLod::CLod </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap><code> [inline]</code></td>
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<p>
<p>
Definition at line <a class="el" href="a06006.html#l00402">402</a> of file <a class="el" href="a06006.html">mesh_mrm.h</a>.
<p>
References <a class="el" href="a06006.html#l00394">OriginalSkinRestored</a>.
<p>
<div class="fragment"><pre>00403 {
00404 <span class="comment">// By default, this is supposed false.</span>
00405 <a class="code" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo4">OriginalSkinRestored</a>= <span class="keyword">false</span>;
00406 }
</pre></div> </td>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLoda0" doxytag="NL3D::CMeshMRMGeom::CLod::buildSkinVertexBlocks" ></a><p>
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<td class="md" nowrap valign="top"> void NL3D::CMeshMRMGeom::CLod::buildSkinVertexBlocks </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap></td>
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<p>
<p>
Definition at line <a class="el" href="a06005.html#l00105">105</a> of file <a class="el" href="a06005.html">mesh_mrm.cpp</a>.
<p>
References <a class="el" href="a05646.html#l00225">index</a>, <a class="el" href="a06006.html#l00390">InfluencedVertices</a>, <a class="el" href="a05990.html#l00063">NL3D_MESH_SKINNING_MAX_MATRIX</a>, <a class="el" href="a06006.html#l00366">NL3D::CMeshMRMGeom::CVertexBlock::NVertices</a>, <a class="el" href="a06006.html#l00381">NWedges</a>, <a class="el" href="a06006.html#l00398">SkinVertexBlocks</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a06006.html#l00364">NL3D::CMeshMRMGeom::CVertexBlock::VertexStart</a>.
<p>
<div class="fragment"><pre>00106 {
00107 <a class="code" href="a05378.html#a381">contReset</a>(SkinVertexBlocks);
00108
00109
00110 <span class="comment">// The list of vertices. true if used by this lod.</span>
00111 vector<bool> vertexMap;
00112 vertexMap.resize(NWedges, <span class="keyword">false</span>);
00113
00114
00115 <span class="comment">// from InfluencedVertices, aknoledge what vertices are used.</span>
00116 <a class="code" href="a04558.html#a15">uint</a> i;
00117 <span class="keywordflow">for</span>(i=0;i<<a class="code" href="a04567.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;i++)
00118 {
00119 <a class="code" href="a04558.html#a15">uint</a> nInf= <a class="code" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo1">InfluencedVertices</a>[i].size();
00120 <span class="keywordflow">if</span>( nInf==0 )
00121 <span class="keywordflow">continue</span>;
00122 <a class="code" href="a04558.html#a11">uint32</a> *infPtr= &(InfluencedVertices[i][0]);
00123
00124 <span class="comment">// for all InfluencedVertices only.</span>
00125 <span class="keywordflow">for</span>(;nInf>0;nInf--, infPtr++)
00126 {
00127 <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a566">index</a>= *infPtr;
00128 vertexMap[<a class="code" href="a04223.html#a566">index</a>]= <span class="keyword">true</span>;
00129 }
00130 }
00131
00132 <span class="comment">// For all vertices, test if they are used, and build the according SkinVertexBlocks;</span>
00133 CVertexBlock *vBlock= NULL;
00134 <span class="keywordflow">for</span>(i=0; i<vertexMap.size();i++)
00135 {
00136 <span class="keywordflow">if</span>(vertexMap[i])
00137 {
00138 <span class="comment">// preceding block?</span>
00139 <span class="keywordflow">if</span>(vBlock)
00140 {
00141 <span class="comment">// yes, extend it.</span>
00142 vBlock->NVertices++;
00143 }
00144 <span class="keywordflow">else</span>
00145 {
00146 <span class="comment">// no, append a new one.</span>
00147 <a class="code" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo6">SkinVertexBlocks</a>.push_back(CVertexBlock());
00148 vBlock= &<a class="code" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo6">SkinVertexBlocks</a>[SkinVertexBlocks.size()-1];
00149 vBlock->VertexStart= i;
00150 vBlock->NVertices= 1;
00151 }
00152 }
00153 <span class="keywordflow">else</span>
00154 {
00155 <span class="comment">// Finish the preceding block (if any).</span>
00156 vBlock= NULL;
00157 }
00158 }
00159
00160 }
</pre></div> </td>
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<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLoda2" doxytag="NL3D::CMeshMRMGeom::CLod::optimizeTriangleOrder" ></a><p>
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<td class="md" nowrap valign="top"> void NL3D::CMeshMRMGeom::CLod::optimizeTriangleOrder </td>
<td class="md" valign="top">( </td>
<td class="mdname1" valign="top" nowrap> </td>
<td class="md" valign="top"> ) </td>
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<p>
<p>
Definition at line <a class="el" href="a06005.html#l00164">164</a> of file <a class="el" href="a06005.html">mesh_mrm.cpp</a>.
<p>
References <a class="el" href="a06473.html#l00196">NL3D::CStripifier::optimizeTriangles()</a>, <a class="el" href="a06006.html#l00345">NL3D::CMeshMRMGeom::CRdrPass::PBlock</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>00165 {
00166 CStripifier stripifier;
00167
00168 <span class="comment">// for all rdrpass</span>
00169 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> rp=0; rp<<a class="code" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo5">RdrPass</a>.size(); rp++ )
00170 {
00171 <span class="comment">// stripify list of triangles of this pass.</span>
00172 CRdrPass &pass= <a class="code" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo5">RdrPass</a>[rp];
00173 stripifier.optimizeTriangles(pass.PBlock, pass.PBlock);
00174 }
00175
00176 }
</pre></div> </td>
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<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLoda3" doxytag="NL3D::CMeshMRMGeom::CLod::serial" ></a><p>
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<td class="md" nowrap valign="top"> void NL3D::CMeshMRMGeom::CLod::serial </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="a02270.html">NLMISC::IStream</a> & </td>
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<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLodo0" doxytag="NL3D::CMeshMRMGeom::CLod::Geomorphs" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a02971.html">CMRMWedgeGeom</a>> <a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo0">NL3D::CMeshMRMGeom::CLod::Geomorphs</a>
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List of geomorph, for this LOD.
<p>
<p>
Definition at line <a class="el" href="a06006.html#l00383">383</a> of file <a class="el" href="a06006.html">mesh_mrm.h</a>.
<p>
Referenced by <a class="el" href="a06055.html#l01918">NL3D::CMRMBuilder::buildMeshBuildMrm()</a>, <a class="el" href="a06005.html#l00927">NL3D::CMeshMRMGeom::render()</a>, <a class="el" href="a06005.html#l01146">NL3D::CMeshMRMGeom::renderSkin()</a>, and <a class="el" href="a06005.html#l03060">NL3D::CMeshMRMGeom::updateRawSkinNormal()</a>. </td>
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<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLodo1" doxytag="NL3D::CMeshMRMGeom::CLod::InfluencedVertices" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a04558.html#a11">uint32</a>> <a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo1">NL3D::CMeshMRMGeom::CLod::InfluencedVertices</a>[NL3D_MESH_SKINNING_MAX_MATRIX]
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Skinning: list of influenced vertices to compute, for this lod only. There is 4 array, 0th is for vertices which have only one matrix. 1st if for vertices which have only 2 matrix ....
<p>
Definition at line <a class="el" href="a06006.html#l00390">390</a> of file <a class="el" href="a06006.html">mesh_mrm.h</a>.
<p>
Referenced by <a class="el" href="a06009.html#l00207">NL3D::CMeshMRMGeom::applySkin()</a>, <a class="el" href="a06055.html#l01918">NL3D::CMRMBuilder::buildMeshBuildMrm()</a>, <a class="el" href="a06005.html#l00105">buildSkinVertexBlocks()</a>, <a class="el" href="a06005.html#l02131">NL3D::CMeshMRMGeom::restoreOriginalSkinPart()</a>, and <a class="el" href="a06005.html#l03060">NL3D::CMeshMRMGeom::updateRawSkinNormal()</a>. </td>
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<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLodo2" doxytag="NL3D::CMeshMRMGeom::CLod::MatrixInfluences" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a04558.html#a11">uint32</a>> <a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo2">NL3D::CMeshMRMGeom::CLod::MatrixInfluences</a>
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Skinning: list of Matrix which influence this Lod. So we know what matrix to compute.
<p>
<p>
Definition at line <a class="el" href="a06006.html#l00392">392</a> of file <a class="el" href="a06006.html">mesh_mrm.h</a>.
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Referenced by <a class="el" href="a06009.html#l00339">NL3D::CMeshMRMGeom::applyArrayShadowSkin()</a>, <a class="el" href="a06009.html#l00207">NL3D::CMeshMRMGeom::applySkin()</a>, and <a class="el" href="a06055.html#l01918">NL3D::CMRMBuilder::buildMeshBuildMrm()</a>. </td>
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<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLodo3" doxytag="NL3D::CMeshMRMGeom::CLod::NWedges" ></a><p>
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<td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> <a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo3">NL3D::CMeshMRMGeom::CLod::NWedges</a>
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The number of vertex in The VB this Lod needs.
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Definition at line <a class="el" href="a06006.html#l00381">381</a> of file <a class="el" href="a06006.html">mesh_mrm.h</a>.
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Referenced by <a class="el" href="a06055.html#l01918">NL3D::CMRMBuilder::buildMeshBuildMrm()</a>, <a class="el" href="a06005.html#l00105">buildSkinVertexBlocks()</a>, and <a class="el" href="a06005.html#l01318">NL3D::CMeshMRMGeom::renderSkinGroupGeom()</a>. </td>
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<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLodo4" doxytag="NL3D::CMeshMRMGeom::CLod::OriginalSkinRestored" ></a><p>
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<td class="md" nowrap valign="top"> bool <a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo4">NL3D::CMeshMRMGeom::CLod::OriginalSkinRestored</a>
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Skinning: does the VBuffer part of this Lod contains original skin vertices.
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Definition at line <a class="el" href="a06006.html#l00394">394</a> of file <a class="el" href="a06006.html">mesh_mrm.h</a>.
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Referenced by <a class="el" href="a06006.html#l00402">CLod()</a>, <a class="el" href="a06005.html#l00927">NL3D::CMeshMRMGeom::render()</a>, <a class="el" href="a06005.html#l01146">NL3D::CMeshMRMGeom::renderSkin()</a>, and <a class="el" href="a06005.html#l02131">NL3D::CMeshMRMGeom::restoreOriginalSkinPart()</a>. </td>
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<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLodo5" doxytag="NL3D::CMeshMRMGeom::CLod::RdrPass" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a02896.html">CRdrPass</a>> <a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo5">NL3D::CMeshMRMGeom::CLod::RdrPass</a>
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List of rdr pass, for this LOD.
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Definition at line <a class="el" href="a06006.html#l00385">385</a> of file <a class="el" href="a06006.html">mesh_mrm.h</a>.
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Referenced by <a class="el" href="a06005.html#l00246">NL3D::CMeshMRMGeom::build()</a>, <a class="el" href="a06055.html#l01918">NL3D::CMRMBuilder::buildMeshBuildMrm()</a>, <a class="el" href="a06005.html#l02811">NL3D::CMeshMRMGeom::computeMeshVBHeap()</a>, <a class="el" href="a06005.html#l02600">NL3D::CMeshMRMGeom::profileSceneRender()</a>, <a class="el" href="a06005.html#l00927">NL3D::CMeshMRMGeom::render()</a>, <a class="el" href="a06005.html#l02768">NL3D::CMeshMRMGeom::renderPass()</a>, <a class="el" href="a06005.html#l01146">NL3D::CMeshMRMGeom::renderSkin()</a>, <a class="el" href="a06005.html#l01318">NL3D::CMeshMRMGeom::renderSkinGroupGeom()</a>, <a class="el" href="a06005.html#l01406">NL3D::CMeshMRMGeom::renderSkinGroupPrimitives()</a>, <a class="el" href="a06005.html#l01488">NL3D::CMeshMRMGeom::renderSkinGroupSpecularRdrPass()</a>, <a class="el" href="a06005.html#l03060">NL3D::CMeshMRMGeom::updateRawSkinNormal()</a>, and <a class="el" href="a06005.html#l01529">NL3D::CMeshMRMGeom::updateShiftedTriangleCache()</a>. </td>
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<a class="anchor" name="NL3D_1_1CMeshMRMGeom_1_1CLodo6" doxytag="NL3D::CMeshMRMGeom::CLod::SkinVertexBlocks" ></a><p>
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<td class="md" nowrap valign="top"> std::vector<<a class="el" href="a02898.html">CVertexBlock</a>> <a class="el" href="a02893.html#NL3D_1_1CMeshMRMGeom_1_1CLodo6">NL3D::CMeshMRMGeom::CLod::SkinVertexBlocks</a>
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Skinning: list of vertex blocks to copy from RAM to AGP, for this Lod only. NB: it is constructed from InfluencedVertices. Only usefull if skinned.
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Definition at line <a class="el" href="a06006.html#l00398">398</a> of file <a class="el" href="a06006.html">mesh_mrm.h</a>.
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Referenced by <a class="el" href="a06005.html#l00105">buildSkinVertexBlocks()</a>. </td>
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<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a06006.html">mesh_mrm.h</a><li><a class="el" href="a06005.html">mesh_mrm.cpp</a></ul>
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