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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: NL3D::CSkeletonModel::CBoneUsage struct Reference</title>
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<h1>NL3D::CSkeletonModel::CBoneUsage Struct Reference</h1><table border=0 cellpadding=0 cellspacing=0>
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<tr><td colspan=2><br><h2>Data Fields</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo0">CLodForcedUsage</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo1">ForcedUsage</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Same as Usage, but must be animated/computed, even if Skeleton Lods say not (stickedObjects).  <a href="#NL3D_1_1CSkeletonModel_1_1CBoneUsageo1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo2">MustCompute</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo3">Usage</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The bone Usage (refCount).  <a href="#NL3D_1_1CSkeletonModel_1_1CBoneUsageo3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo4">ValidBoneSkinMatrix</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Myself if MustCompute==true, or the first parent with MustCompute==true.  <a href="#NL3D_1_1CSkeletonModel_1_1CBoneUsageo4"></a><br><br></td></tr>
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<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CSkeletonModel_1_1CBoneUsageo0" doxytag="NL3D::CSkeletonModel::CBoneUsage::CLodForcedUsage" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo0">NL3D::CSkeletonModel::CBoneUsage::CLodForcedUsage</a>
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<p>
Same as ForcedUsage, but must be animated/computed, even if the skeleton is in CLod state ie displayed with a <a class="el" href="a02801.html">CLodCharacterShape</a>. This is important for skeletons which have skeletons sons sticked on them
<p>
Definition at line <a class="el" href="a06394.html#l00406">406</a> of file <a class="el" href="a06394.html">skeleton_model.h</a>.    </td>
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<a class="anchor" name="NL3D_1_1CSkeletonModel_1_1CBoneUsageo1" doxytag="NL3D::CSkeletonModel::CBoneUsage::ForcedUsage" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo1">NL3D::CSkeletonModel::CBoneUsage::ForcedUsage</a>
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<p>
Same as Usage, but must be animated/computed, even if Skeleton Lods say not (stickedObjects). 
<p>

<p>
Definition at line <a class="el" href="a06394.html#l00401">401</a> of file <a class="el" href="a06394.html">skeleton_model.h</a>.    </td>
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<a class="anchor" name="NL3D_1_1CSkeletonModel_1_1CBoneUsageo2" doxytag="NL3D::CSkeletonModel::CBoneUsage::MustCompute" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo2">NL3D::CSkeletonModel::CBoneUsage::MustCompute</a>
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<p>
The current state: which bones need to be computed. ie: (CLodForcedUsage) | ( ((Usage &amp; currentLodUsage) | ForcedUsage) &amp; skeleton not in CLod state )
<p>
Definition at line <a class="el" href="a06394.html#l00410">410</a> of file <a class="el" href="a06394.html">skeleton_model.h</a>.    </td>
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<a class="anchor" name="NL3D_1_1CSkeletonModel_1_1CBoneUsageo3" doxytag="NL3D::CSkeletonModel::CBoneUsage::Usage" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo3">NL3D::CSkeletonModel::CBoneUsage::Usage</a>
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<p>
The bone Usage (refCount). 
<p>

<p>
Definition at line <a class="el" href="a06394.html#l00399">399</a> of file <a class="el" href="a06394.html">skeleton_model.h</a>.    </td>
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<a class="anchor" name="NL3D_1_1CSkeletonModel_1_1CBoneUsageo4" doxytag="NL3D::CSkeletonModel::CBoneUsage::ValidBoneSkinMatrix" ></a><p>
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          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a03401.html#NL3D_1_1CSkeletonModel_1_1CBoneUsageo4">NL3D::CSkeletonModel::CBoneUsage::ValidBoneSkinMatrix</a>
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<p>
Myself if MustCompute==true, or the first parent with MustCompute==true. 
<p>

<p>
Definition at line <a class="el" href="a06394.html#l00412">412</a> of file <a class="el" href="a06394.html">skeleton_model.h</a>.    </td>
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<hr>The documentation for this struct was generated from the following file:<ul>
<li><a class="el" href="a06394.html">skeleton_model.h</a></ul>
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