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<hr><h1>mesh_mrm.cpp</h1><a href="mesh__mrm_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025 
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027 
00028 <font class="preprocessor">#include "<a class="code" href="bsphere_8h.html">nel/misc/bsphere.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="system__info_8h.html">nel/misc/system_info.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="fast__mem_8h.html">nel/misc/fast_mem.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="mesh__mrm_8h.html">3d/mesh_mrm.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="mrm__builder_8h.html">3d/mrm_builder.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="mrm__parameters_8h.html">3d/mrm_parameters.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="mesh__mrm__instance_8h.html">3d/mesh_mrm_instance.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="stripifier_8h.html">3d/stripifier.h</a>"</font>
00039 <font class="preprocessor">#include "<a class="code" href="mesh__blender_8h.html">3d/mesh_blender.h</a>"</font>
00040 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
00041 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00042 <font class="preprocessor">#include "<a class="code" href="raw__skin_8h.html">3d/raw_skin.h</a>"</font>
00043 <font class="preprocessor">#include "<a class="code" href="shifted__triangle__cache_8h.html">3d/shifted_triangle_cache.h</a>"</font>
00044 
00045 
00046 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00047 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00048 
00049 
00050 <font class="keyword">namespace </font>NL3D 
00051 {
00052 
00053 
00054 <a class="code" href="hierarchical__timer_8h.html#a6">H_AUTO_DECL</a>( NL3D_MeshMRMGeom_RenderSkinned )
00055 
00056 
00057 <font class="comment">// ***************************************************************************</font>
00058 <font class="comment">// ***************************************************************************</font>
00059 <font class="comment">// CMeshMRMGeom::CLod</font>
00060 <font class="comment">// ***************************************************************************</font>
00061 <font class="comment">// ***************************************************************************</font>
00062 
00063         
00064 <font class="comment">// ***************************************************************************</font>
<a name="l00065"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#a1">00065</a> <font class="keywordtype">void</font>            CMeshMRMGeom::CLod::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
00066 {
00067         <font class="comment">/*</font>
00068 <font class="comment">        Version 2:</font>
00069 <font class="comment">                - precompute of triangle order. (nothing more to load).</font>
00070 <font class="comment">        Version 1:</font>
00071 <font class="comment">                - add VertexBlocks;</font>
00072 <font class="comment">        Version 0:</font>
00073 <font class="comment">                - base vdrsion.</font>
00074 <font class="comment">        */</font>
00075 
00076         sint    ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(2);
00077         uint    i;
00078 
00079         f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m0">NWedges</a>);
00080         f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m2">RdrPass</a>);
00081         f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m1">Geomorphs</a>);
00082         f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m4">MatrixInfluences</a>);
00083 
00084         <font class="comment">// Serial array of InfluencedVertices. NB: code written so far for NL3D_MESH_SKINNING_MAX_MATRIX==4 only.</font>
00085         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>==4);
00086         <font class="keywordflow">for</font>(i= 0; i&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>; i++)
00087         {
00088                 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m3">InfluencedVertices</a>[i]);
00089         }
00090 
00091         <font class="keywordflow">if</font>(ver&gt;=1)
00092                 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m6">SkinVertexBlocks</a>);
00093         <font class="keywordflow">else</font>
00094                 <a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#a2">buildSkinVertexBlocks</a>();
00095 
00096         <font class="comment">// if &gt;= version 2, reorder of triangles is precomputed, else compute it now.</font>
00097         <font class="keywordflow">if</font>(ver&lt;2)
00098                 <a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#a3">optimizeTriangleOrder</a>();
00099 
00100 }
00101 
00102 
00103 <font class="comment">// ***************************************************************************</font>
<a name="l00104"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#a2">00104</a> <font class="keywordtype">void</font>            CMeshMRMGeom::CLod::buildSkinVertexBlocks()
00105 {
00106         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m6">SkinVertexBlocks</a>);
00107 
00108 
00109         <font class="comment">// The list of vertices. true if used by this lod.</font>
00110         vector&lt;bool&gt;            vertexMap;
00111         vertexMap.resize(<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m0">NWedges</a>, <font class="keyword">false</font>);
00112 
00113 
00114         <font class="comment">// from InfluencedVertices, aknoledge what vertices are used.</font>
00115         uint    i;
00116         <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;i++)
00117         {
00118                 uint            nInf= <a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m3">InfluencedVertices</a>[i].size();
00119                 <font class="keywordflow">if</font>( nInf==0 )
00120                         <font class="keywordflow">continue</font>;
00121                 uint32          *infPtr= &amp;(<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m3">InfluencedVertices</a>[i][0]);
00122 
00123                 <font class="comment">//  for all InfluencedVertices only.</font>
00124                 <font class="keywordflow">for</font>(;nInf&gt;0;nInf--, infPtr++)
00125                 {
00126                         uint    <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>= *infPtr;
00127                         vertexMap[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>]= <font class="keyword">true</font>;
00128                 }
00129         }
00130 
00131         <font class="comment">// For all vertices, test if they are used, and build the according SkinVertexBlocks;</font>
00132         CVertexBlock    *vBlock= NULL;
00133         <font class="keywordflow">for</font>(i=0; i&lt;vertexMap.size();i++)
00134         {
00135                 <font class="keywordflow">if</font>(vertexMap[i])
00136                 {
00137                         <font class="comment">// preceding block?</font>
00138                         <font class="keywordflow">if</font>(vBlock)
00139                         {
00140                                 <font class="comment">// yes, extend it.</font>
00141                                 vBlock-&gt;NVertices++;
00142                         }
00143                         <font class="keywordflow">else</font>
00144                         {
00145                                 <font class="comment">// no, append a new one.</font>
00146                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m6">SkinVertexBlocks</a>.push_back(CVertexBlock());
00147                                 vBlock= &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m6">SkinVertexBlocks</a>[<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m6">SkinVertexBlocks</a>.size()-1];
00148                                 vBlock-&gt;VertexStart= i;
00149                                 vBlock-&gt;NVertices= 1;
00150                         }
00151                 }
00152                 <font class="keywordflow">else</font>
00153                 {
00154                         <font class="comment">// Finish the preceding block (if any).</font>
00155                         vBlock= NULL;
00156                 }
00157         }
00158 
00159 }
00160 
00161 
00162 <font class="comment">// ***************************************************************************</font>
<a name="l00163"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#a3">00163</a> <font class="keywordtype">void</font>            CMeshMRMGeom::CLod::optimizeTriangleOrder()
00164 {
00165         CStripifier             stripifier;
00166 
00167         <font class="comment">// for all rdrpass</font>
00168         <font class="keywordflow">for</font>(uint  rp=0; rp&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m2">RdrPass</a>.size(); rp++ )
00169         {
00170                 <font class="comment">// stripify list of triangles of this pass.</font>
00171                 CRdrPass        &amp;pass= <a class="code" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#m2">RdrPass</a>[rp];
00172                 stripifier.optimizeTriangles(pass.PBlock, pass.PBlock);
00173         }
00174 
00175 }
00176 
00177 
00178 <font class="comment">// ***************************************************************************</font>
00179 <font class="comment">// ***************************************************************************</font>
00180 <font class="comment">// CMeshMRMGeom.</font>
00181 <font class="comment">// ***************************************************************************</font>
00182 <font class="comment">// ***************************************************************************</font>
00183 
00184 
00185 
00186 
00187 <font class="comment">// ***************************************************************************</font>
00188 <font class="keyword">static</font>  <a class="code" href="classNLMISC_1_1CAABBoxExt.html">NLMISC::CAABBoxExt</a>      <a class="code" href="namespaceNL3D.html#a376">makeBBox</a>(<font class="keyword">const</font> std::vector&lt;CVector&gt;     &amp;Vertices)
00189 {
00190         <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a>         ret;
00191         <a class="code" href="debug_8h.html#a6">nlassert</a>(Vertices.size());
00192         ret.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_0">setCenter</a>(Vertices[0]);
00193         <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)Vertices.size();i++)
00194         {
00195                 ret.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_4">extend</a>(Vertices[i]);
00196         }
00197 
00198         <font class="keywordflow">return</font> ret;
00199 }
00200 
00201 
00202 <font class="comment">// ***************************************************************************</font>
<a name="l00203"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#a0">00203</a> CMeshMRMGeom::CMeshMRMGeom()
00204 {
00205         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_5">_VertexBufferHardDirty</a>= <font class="keyword">true</font>;
00206         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>= <font class="keyword">false</font>;
00207         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>= 0;
00208         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o7">_BoneIdComputed</a> = <font class="keyword">false</font>;
00209         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o8">_BoneIdExtended</a> = <font class="keyword">false</font>;
00210         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_6">_PreciseClipping</a>= <font class="keyword">false</font>;
00211         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o9">_SupportSkinGrouping</a>= <font class="keyword">false</font>;
00212         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_13">_MeshDataId</a>= 0;
00213 }
00214 
00215 
00216 <font class="comment">// ***************************************************************************</font>
<a name="l00217"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#a1">00217</a> CMeshMRMGeom::~CMeshMRMGeom()
00218 {
00219         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_1">deleteVertexBufferHard</a>();
00220 }
00221 
00222 
00223 <font class="comment">// ***************************************************************************</font>
<a name="l00224"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#a4">00224</a> <font class="keywordtype">void</font>                    CMeshMRMGeom::changeMRMDistanceSetup(<font class="keywordtype">float</font> distanceFinest, <font class="keywordtype">float</font> distanceMiddle, <font class="keywordtype">float</font> distanceCoarsest)
00225 {
00226         <font class="comment">// check input.</font>
00227         <font class="keywordflow">if</font>(distanceFinest&lt;0)    <font class="keywordflow">return</font>;
00228         <font class="keywordflow">if</font>(distanceMiddle&lt;=distanceFinest)      <font class="keywordflow">return</font>;
00229         <font class="keywordflow">if</font>(distanceCoarsest&lt;=distanceMiddle)    <font class="keywordflow">return</font>;
00230 
00231         <font class="comment">// Change.</font>
00232         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceFinest= distanceFinest;
00233         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceMiddle= distanceMiddle;
00234         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceCoarsest= distanceCoarsest;
00235 
00236         <font class="comment">// compile </font>
00237         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.compileDistanceSetup();
00238 }
00239 
00240 
00241 <font class="comment">// ***************************************************************************</font>
<a name="l00242"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#a2">00242</a> <font class="keywordtype">void</font>                    CMeshMRMGeom::build(CMesh::CMeshBuild &amp;m, std::vector&lt;CMesh::CMeshBuild*&gt; &amp;bsList,
00243                                                                         uint numMaxMaterial, <font class="keyword">const</font> CMRMParameters &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a357">params</a>)
00244 {
00245 
00246         <font class="comment">// Dirt the VBuffer.</font>
00247         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_5">_VertexBufferHardDirty</a>= <font class="keyword">true</font>;
00248 
00249         <font class="comment">// Empty geometry?</font>
00250         <font class="keywordflow">if</font>(m.Vertices.size()==0 || m.Faces.size()==0)
00251         {
00252                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.setNumVertices(0);
00253                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.reserve(0);
00254                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.clear();
00255                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o15">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z267_0">setCenter</a>(CVector::Null);
00256                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o15">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z267_2">setSize</a>(CVector::Null);
00257                 <font class="keywordflow">return</font>;
00258         }
00259         <a class="code" href="debug_8h.html#a6">nlassert</a>(numMaxMaterial&gt;0);
00260 
00261 
00262         <font class="comment">// SmartPtr Copy VertexProgram effect.</font>
00263         <font class="comment">//================================================      </font>
00264         this-&gt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>= m.MeshVertexProgram;
00265 
00266 
00268         <font class="comment">//======================</font>
00269         <font class="comment">// NB: this is equivalent as building BBox from MRM VBuffer, because CMRMBuilder create new vertices </font>
00270         <font class="comment">// which are just interpolation of original vertices.</font>
00271         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o15">_BBox</a>= <a class="code" href="namespaceNL3D.html#a376">makeBBox</a>(m.Vertices);
00272 
00273 
00275         <font class="comment">//================================================</font>
00276         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#l0">CMRMBuilder</a>                     mrmBuilder;
00277         CMeshBuildMRM           meshBuildMRM;
00278 
00279         mrmBuilder.compileMRM(m, bsList, <a class="code" href="driver__opengl__extension__def_8h.html#a357">params</a>, meshBuildMRM, numMaxMaterial);
00280 
00281         <font class="comment">// Then just copy result!</font>
00282         <font class="comment">//================================================</font>
00283         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>= meshBuildMRM.VBuffer;
00284         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>= meshBuildMRM.Lods;
00285         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>= meshBuildMRM.Skinned;
00286         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>= meshBuildMRM.SkinWeights;
00287 
00288         <font class="comment">// Compute degradation control.</font>
00289         <font class="comment">//================================================</font>
00290         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceFinest= meshBuildMRM.DistanceFinest;
00291         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceMiddle= meshBuildMRM.DistanceMiddle;
00292         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceCoarsest= meshBuildMRM.DistanceCoarsest;
00293         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceFinest&gt;=0);
00294         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceMiddle &gt; <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceFinest);
00295         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceCoarsest &gt; <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.DistanceMiddle);
00296         <font class="comment">// Compute OODistDelta and DistancePow</font>
00297         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.compileDistanceSetup();
00298 
00299 
00300         <font class="comment">// Build the _LodInfos.</font>
00301         <font class="comment">//================================================</font>
00302         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>.resize(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size());
00303         uint32  precNWedges= 0;
00304         uint    i;
00305         <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size();i++)
00306         {
00307                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>[i].StartAddWedge= precNWedges;
00308                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>[i].EndAddWedges= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[i].NWedges;
00309                 precNWedges= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[i].NWedges;
00310                 <font class="comment">// LodOffset is filled in serial() when stream is input.</font>
00311         }
00312         <font class="comment">// After build, all lods are present in memory. </font>
00313         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size();
00314 
00315 
00316         <font class="comment">// For load balancing.</font>
00317         <font class="comment">//================================================</font>
00318         <font class="comment">// compute Max Face Used</font>
00319         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.MaxFaceUsed= 0;
00320         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.MinFaceUsed= 0;
00321         <font class="comment">// Count of primitive block</font>
00322         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size()&gt;0)
00323         {
00324                 uint    pb;
00325                 <font class="comment">// Compute MinFaces.</font>
00326                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z595_0">CLod</a>    &amp;firstLod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[0];
00327                 <font class="keywordflow">for</font> (pb=0; pb&lt;firstLod.RdrPass.size(); pb++)
00328                 {
00329                         CRdrPass &amp;pass= firstLod.RdrPass[pb];
00330                         <font class="comment">// Sum tri</font>
00331                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.MinFaceUsed+= pass.PBlock.getNumTriangles ();
00332                 }
00333                 <font class="comment">// Compute MaxFaces.</font>
00334                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z595_0">CLod</a>    &amp;lastLod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size()-1];
00335                 <font class="keywordflow">for</font> (pb=0; pb&lt;lastLod.RdrPass.size(); pb++)
00336                 {
00337                         CRdrPass &amp;pass= lastLod.RdrPass[pb];
00338                         <font class="comment">// Sum tri</font>
00339                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.MaxFaceUsed+= pass.PBlock.getNumTriangles ();
00340                 }
00341         }
00342 
00343 
00344         <font class="comment">// For skinning.</font>
00345         <font class="comment">//================================================</font>
00346         <font class="keywordflow">if</font>( _Skinned )
00347         {
00348                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c5">bkupOriginalSkinVertices</a>();
00349         }
00350         <font class="comment">// Inform that the mesh data has changed</font>
00351         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_4">dirtMeshDataId</a>();
00352 
00353 
00354         <font class="comment">// For AGP SKinning optim, and for Render optim</font>
00355         <font class="comment">//================================================</font>
00356         <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size();i++)
00357         {
00358                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[i].buildSkinVertexBlocks();
00359                 <font class="comment">// sort triangles for better cache use.</font>
00360                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[i].optimizeTriangleOrder();
00361         }
00362 
00363         <font class="comment">// Copy Blend Shapes</font>
00364         <font class="comment">//================================================      </font>
00365         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.BlendShapes = meshBuildMRM.BlendShapes;
00366         
00367 
00368         <font class="comment">// Compact bone id and build a bone id names</font>
00369         <font class="comment">//================================================      </font>
00370 
00371         <font class="comment">// Skinned ?</font>
00372         <font class="keywordflow">if</font> (_Skinned)
00373         {
00374                 <font class="comment">// Remap</font>
00375                 std::map&lt;uint, uint&gt; remap;
00376 
00377                 <font class="comment">// Current bone</font>
00378                 uint currentBone = 0;
00379 
00380                 <font class="comment">// Reserve memory</font>
00381                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o11">_BonesName</a>.reserve (m.BonesNames.size());
00382 
00383                 <font class="comment">// For each vertices</font>
00384                 uint vert;
00385                 <font class="keywordflow">for</font> (vert=0; vert&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>.size(); vert++)
00386                 {
00387                         <font class="comment">// Found one ?</font>
00388                         <font class="keywordtype">bool</font> found=<font class="keyword">false</font>;
00389                         
00390                         <font class="comment">// For each weight</font>
00391                         uint weight;
00392                         <font class="keywordflow">for</font> (weight=0; weight&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>; weight++)
00393                         {
00394                                 <font class="comment">// Active ?</font>
00395                                 <font class="keywordflow">if</font> ((<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].Weights[weight]&gt;0)||(weight==0))
00396                                 {
00397                                         <font class="comment">// Look for it</font>
00398                                         std::map&lt;uint, uint&gt;::iterator ite = remap.find (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight]);
00399 
00400                                         <font class="comment">// Find ?</font>
00401                                         <font class="keywordflow">if</font> (ite == remap.end())
00402                                         {
00403                                                 <font class="comment">// Insert it</font>
00404                                                 remap.insert (std::map&lt;uint, uint&gt;::value_type (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight], currentBone));
00405 
00406                                                 <font class="comment">// Check the id</font>
00407                                                 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight]&lt;m.BonesNames.size());
00408 
00409                                                 <font class="comment">// Set the bone name</font>
00410                                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o11">_BonesName</a>.push_back (m.BonesNames[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight]]);
00411 
00412                                                 <font class="comment">// Set the local bone id</font>
00413                                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight] = currentBone++;
00414                                         }
00415                                         <font class="keywordflow">else</font>
00416                                         {
00417                                                 <font class="comment">// Set the local bone id</font>
00418                                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight] = ite-&gt;second;
00419                                         }
00420 
00421                                         <font class="comment">// Found one</font>
00422                                         found = <font class="keyword">true</font>;
00423                                 }
00424                         }
00425 
00426                         <font class="comment">// Found one ?</font>
00427                         <a class="code" href="debug_8h.html#a6">nlassert</a> (found);
00428                 }
00429 
00430                 <font class="comment">// Remap the vertex influence by lods</font>
00431                 uint lod;
00432                 <font class="keywordflow">for</font> (lod=0; lod&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size(); lod++)
00433                 {
00434                         <font class="comment">// For each matrix used</font>
00435                         uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>;
00436                         <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[lod].MatrixInfluences.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
00437                         {
00438                                 <font class="comment">// Remap</font>
00439                                 std::map&lt;uint, uint&gt;::iterator ite = remap.find (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[lod].MatrixInfluences[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]);
00440 
00441                                 <font class="comment">// Find ?</font>
00442                                 <a class="code" href="debug_8h.html#a6">nlassert</a> (ite != remap.end());
00443 
00444                                 <font class="comment">// Remap</font>
00445                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[lod].MatrixInfluences[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = ite-&gt;second;
00446                         }
00447                 }
00448         }
00449 
00450         <font class="comment">// Misc.</font>
00451         <font class="comment">//===================</font>
00452         <font class="comment">// Some runtime not serialized compilation</font>
00453         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c20">compileRunTime</a>();
00454 
00455 }
00456 
00457 <font class="comment">// ***************************************************************************</font>
<a name="l00458"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#a3">00458</a> <font class="keywordtype">void</font>    CMeshMRMGeom::applyMaterialRemap(<font class="keyword">const</font> std::vector&lt;sint&gt; &amp;remap)
00459 {
00460         <font class="keywordflow">for</font>(uint lod=0;lod&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z591_4">getNbLod</a>();lod++)
00461         {
00462                 <font class="keywordflow">for</font>(uint rp=0;rp&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z591_5">getNbRdrPass</a>(lod);rp++)
00463                 {
00464                         <font class="comment">// remap</font>
00465                         uint32  &amp;matId= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[lod].RdrPass[rp].MaterialId;
00466                         <a class="code" href="debug_8h.html#a6">nlassert</a>(remap[matId]&gt;=0);
00467                         matId= remap[matId];
00468                 }
00469         }
00470 }
00471 
00472 <font class="comment">// ***************************************************************************</font>
<a name="l00473"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c2">00473</a> <font class="keywordtype">void</font>    CMeshMRMGeom::applyGeomorph(std::vector&lt;CMRMWedgeGeom&gt;  &amp;geoms, <font class="keywordtype">float</font> alphaLod, IVertexBufferHard *currentVBHard)
00474 {
00475         <font class="keywordflow">if</font>(currentVBHard!=NULL)
00476         {
00477                 <font class="comment">// must write into it</font>
00478                 uint8   *vertexDestPtr= (uint8*)currentVBHard-&gt;lock();
00479                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize() == currentVBHard-&gt;getVertexSize());
00480 
00481                 <font class="comment">// apply the geomorph</font>
00482                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c3">applyGeomorphWithVBHardPtr</a>(geoms, alphaLod, vertexDestPtr);
00483 
00484                 <font class="comment">// unlock. ATI: copy only geomorphed vertices.</font>
00485                 currentVBHard-&gt;unlock(0, geoms.size());
00486         }
00487         <font class="keywordflow">else</font>
00488                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c3">applyGeomorphWithVBHardPtr</a>(geoms, alphaLod, NULL);
00489 
00490 }
00491 
00492 
00493 <font class="comment">// ***************************************************************************</font>
<a name="l00494"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c3">00494</a> <font class="keywordtype">void</font>    CMeshMRMGeom::applyGeomorphWithVBHardPtr(std::vector&lt;CMRMWedgeGeom&gt;  &amp;geoms, <font class="keywordtype">float</font> alphaLod, uint8 *vertexDestPtr)
00495 {
00496         <font class="comment">// no geomorphs? quit.</font>
00497         <font class="keywordflow">if</font>(geoms.size()==0)
00498                 <font class="keywordflow">return</font>;
00499 
00500         uint            i;
00501         <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(alphaLod, 0.f, 1.f);
00502         <font class="keywordtype">float</font>           a= alphaLod;
00503         <font class="keywordtype">float</font>           a1= 1 - alphaLod;
00504         uint            ua= (uint)(a*256);
00505         <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(ua, (uint)0, (uint)256);
00506         uint            ua1= 256 - ua;
00507 
00508 
00509         <font class="comment">// info from VBuffer.</font>
00510         uint8           *vertexPtr= (uint8*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer();
00511         uint            flags= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat();
00512         sint32          vertexSize= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize();
00513         <font class="comment">// because of the unrolled code for 4 first UV, must assert this.</font>
00514         <a class="code" href="debug_8h.html#a6">nlassert</a>(CVertexBuffer::MaxStage&gt;=4);
00515         <font class="comment">// must have XYZ.</font>
00516         <a class="code" href="debug_8h.html#a6">nlassert</a>(flags &amp; CVertexBuffer::PositionFlag);
00517 
00518 
00519         <font class="comment">// If VBuffer Hard disabled</font>
00520         <font class="keywordflow">if</font>(vertexDestPtr==NULL)
00521         {
00522                 <font class="comment">// write into vertexPtr.</font>
00523                 vertexDestPtr= vertexPtr;
00524         }
00525 
00526 
00527         <font class="comment">// if it is a common format</font>
00528         <font class="keywordflow">if</font>( flags== (CVertexBuffer::PositionFlag | CVertexBuffer::NormalFlag | CVertexBuffer::TexCoord0Flag) &amp;&amp;
00529                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getValueType(CVertexBuffer::TexCoord0) == CVertexBuffer::Float2 )
00530         {
00531                 <font class="comment">// use a faster method</font>
00532                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c4">applyGeomorphPosNormalUV0</a>(geoms, vertexPtr, vertexDestPtr, vertexSize, a, a1);
00533         }
00534         <font class="keywordflow">else</font>
00535         {
00536                 <font class="comment">// if an offset is 0, it means that the component is not in the VBuffer.</font>
00537                 sint32          normalOff;
00538                 sint32          colorOff;
00539                 sint32          specularOff;
00540                 sint32          uvOff[CVertexBuffer::MaxStage];
00541                 <font class="keywordtype">bool</font>            has3Coords[CVertexBuffer::MaxStage];
00542 
00543 
00544                 <font class="comment">// Compute offset of each component of the VB.</font>
00545                 <font class="keywordflow">if</font>(flags &amp; CVertexBuffer::NormalFlag)
00546                         normalOff= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNormalOff();
00547                 <font class="keywordflow">else</font>
00548                         normalOff= 0;
00549                 <font class="keywordflow">if</font>(flags &amp; CVertexBuffer::PrimaryColorFlag)
00550                         colorOff= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getColorOff();
00551                 <font class="keywordflow">else</font>
00552                         colorOff= 0;
00553                 <font class="keywordflow">if</font>(flags &amp; CVertexBuffer::SecondaryColorFlag)
00554                         specularOff= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getSpecularOff();
00555                 <font class="keywordflow">else</font>
00556                         specularOff= 0;
00557                         
00558                 <font class="keywordflow">for</font>(i= 0; i&lt;CVertexBuffer::MaxStage;i++)
00559                 {
00560                         <font class="keywordflow">if</font>(flags &amp; (CVertexBuffer::TexCoord0Flag&lt;&lt;i))
00561                         {
00562                                 uvOff[i]= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getTexCoordOff(i);                      
00563                                 has3Coords[i] = (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getValueType(i + CVertexBuffer::TexCoord0) == CVertexBuffer::Float3);
00564                         }
00565                         <font class="keywordflow">else</font>
00566                         {
00567                                 uvOff[i]= 0;
00568                         }
00569                 }
00570 
00571 
00572                 <font class="comment">// For all geomorphs.</font>
00573                 uint                    nGeoms= geoms.size();
00574                 CMRMWedgeGeom   *ptrGeom= &amp;(geoms[0]);
00575                 uint8                   *destPtr= vertexDestPtr;
00576                 <font class="comment">/* NB: optimisation: lot of "if" in this Loop, but because of BTB, they always cost nothing (prediction is good).</font>
00577 <font class="comment">                   NB: this also is why we unroll the 4 1st Uv. The other (if any), are done in the other loop.</font>
00578 <font class="comment">                   NB: optimisation for AGP write cominers: the order of write (vertex, normal, uvs...) is important for good</font>
00579 <font class="comment">                   use of AGP write combiners.</font>
00580 <font class="comment">                   We have 2 version : one that tests for 3 coordinates texture coords, and one that doesn't</font>
00581 <font class="comment">                */</font>
00582 
00583                 <font class="keywordflow">if</font> (!has3Coords[0] &amp;&amp; !has3Coords[1] &amp;&amp; !has3Coords[2] &amp;&amp; !has3Coords[3])
00584                 {
00585                         <font class="comment">// there are no texture coordinate of dimension 3</font>
00586                         <font class="keywordflow">for</font>(; nGeoms&gt;0; nGeoms--, ptrGeom++, destPtr+= vertexSize )
00587                         {
00588                                 uint8                   *startPtr=      vertexPtr + ptrGeom-&gt;Start*vertexSize;
00589                                 uint8                   *endPtr=        vertexPtr + ptrGeom-&gt;End*vertexSize;
00590 
00591                                 <font class="comment">// Vertex.</font>
00592                                 {
00593                                         CVector         *start= (CVector*)startPtr;
00594                                         CVector         *end=   (CVector*)endPtr;
00595                                         CVector         *dst=   (CVector*)destPtr;
00596                                         *dst= *start * a + *end * a1;
00597                                 }
00598 
00599                                 <font class="comment">// Normal.</font>
00600                                 <font class="keywordflow">if</font>(normalOff)
00601                                 {
00602                                         CVector         *start= (CVector*)(startPtr + normalOff);
00603                                         CVector         *end=   (CVector*)(endPtr   + normalOff);
00604                                         CVector         *dst=   (CVector*)(destPtr  + normalOff);
00605                                         *dst= *start * a + *end * a1;
00606                                 }
00607 
00608 
00609                                 <font class="comment">// Uvs.</font>
00610                                 <font class="comment">// uv[0].</font>
00611                                 <font class="keywordflow">if</font>(uvOff[0])
00612                                 {                               
00613                                         <font class="comment">// Uv.</font>
00614                                         CUV                     *start= (CUV*)(startPtr + uvOff[0]);
00615                                         CUV                     *end=   (CUV*)(endPtr   + uvOff[0]);
00616                                         CUV                     *dst=   (CUV*)(destPtr  + uvOff[0]);
00617                                         *dst= *start * a + *end * a1;                           
00618                                 }
00619                                 <font class="comment">// uv[1].</font>
00620                                 <font class="keywordflow">if</font>(uvOff[1])
00621                                 {                               
00622                                         <font class="comment">// Uv.</font>
00623                                         CUV                     *start= (CUV*)(startPtr + uvOff[1]);
00624                                         CUV                     *end=   (CUV*)(endPtr   + uvOff[1]);
00625                                         CUV                     *dst=   (CUV*)(destPtr  + uvOff[1]);
00626                                         *dst= *start * a + *end * a1;                           
00627                                 }
00628                                 <font class="comment">// uv[2].</font>
00629                                 <font class="keywordflow">if</font>(uvOff[2])
00630                                 {                               
00631                                         CUV                     *start= (CUV*)(startPtr + uvOff[2]);
00632                                         CUV                     *end=   (CUV*)(endPtr   + uvOff[2]);
00633                                         CUV                     *dst=   (CUV*)(destPtr  + uvOff[2]);
00634                                         *dst= *start * a + *end * a1;                           
00635                                 }
00636                                 <font class="comment">// uv[3].</font>
00637                                 <font class="keywordflow">if</font>(uvOff[3])
00638                                 {                               
00639                                         <font class="comment">// Uv.</font>
00640                                         CUV                     *start= (CUV*)(startPtr + uvOff[3]);
00641                                         CUV                     *end=   (CUV*)(endPtr   + uvOff[3]);
00642                                         CUV                     *dst=   (CUV*)(destPtr  + uvOff[3]);
00643                                         *dst= *start * a + *end * a1;                           
00644                                 }
00645                         }
00646                 }
00647                 <font class="keywordflow">else</font> <font class="comment">// THERE ARE TEXTURE COORDINATES OF DIMENSION 3</font>
00648                 {
00649                         <font class="keywordflow">for</font>(; nGeoms&gt;0; nGeoms--, ptrGeom++, destPtr+= vertexSize )
00650                         {
00651                                 uint8                   *startPtr=      vertexPtr + ptrGeom-&gt;Start*vertexSize;
00652                                 uint8                   *endPtr=        vertexPtr + ptrGeom-&gt;End*vertexSize;
00653 
00654                                 <font class="comment">// Vertex.</font>
00655                                 {
00656                                         CVector         *start= (CVector*)startPtr;
00657                                         CVector         *end=   (CVector*)endPtr;
00658                                         CVector         *dst=   (CVector*)destPtr;
00659                                         *dst= *start * a + *end * a1;
00660                                 }
00661 
00662                                 <font class="comment">// Normal.</font>
00663                                 <font class="keywordflow">if</font>(normalOff)
00664                                 {
00665                                         CVector         *start= (CVector*)(startPtr + normalOff);
00666                                         CVector         *end=   (CVector*)(endPtr   + normalOff);
00667                                         CVector         *dst=   (CVector*)(destPtr  + normalOff);
00668                                         *dst= *start * a + *end * a1;
00669                                 }
00670                                 <font class="comment">// Uvs.</font>
00671                                 <font class="comment">// uv[0].</font>
00672                                 <font class="keywordflow">if</font>(uvOff[0])
00673                                 {
00674                                         <font class="keywordflow">if</font> (!has3Coords[0])
00675                                         {
00676                                                 <font class="comment">// Uv.</font>
00677                                                 CUV                     *start= (CUV*)(startPtr + uvOff[0]);
00678                                                 CUV                     *end=   (CUV*)(endPtr   + uvOff[0]);
00679                                                 CUV                     *dst=   (CUV*)(destPtr  + uvOff[0]);
00680                                                 *dst= *start * a + *end * a1;
00681                                         }
00682                                         <font class="keywordflow">else</font>
00683                                         {
00684                                                 <font class="comment">// Uv.</font>
00685                                                 CUVW            *start= (CUVW*)(startPtr + uvOff[0]);
00686                                                 CUVW            *end=   (CUVW*)(endPtr   + uvOff[0]);
00687                                                 CUVW            *dst=   (CUVW*)(destPtr  + uvOff[0]);
00688                                                 *dst= *start * a + *end * a1;
00689                                         }
00690                                 }
00691                                 <font class="comment">// uv[1].</font>
00692                                 <font class="keywordflow">if</font>(uvOff[1])
00693                                 {
00694                                         <font class="keywordflow">if</font> (!has3Coords[1])
00695                                         {
00696                                                 <font class="comment">// Uv.</font>
00697                                                 CUV                     *start= (CUV*)(startPtr + uvOff[1]);
00698                                                 CUV                     *end=   (CUV*)(endPtr   + uvOff[1]);
00699                                                 CUV                     *dst=   (CUV*)(destPtr  + uvOff[1]);
00700                                                 *dst= *start * a + *end * a1;
00701                                         }
00702                                         <font class="keywordflow">else</font>
00703                                         {
00704                                                 <font class="comment">// Uv.</font>
00705                                                 CUVW            *start= (CUVW*)(startPtr + uvOff[1]);
00706                                                 CUVW            *end=   (CUVW*)(endPtr   + uvOff[1]);
00707                                                 CUVW            *dst=   (CUVW*)(destPtr  + uvOff[1]);
00708                                                 *dst= *start * a + *end * a1;
00709                                         }
00710                                 }
00711                                 <font class="comment">// uv[2].</font>
00712                                 <font class="keywordflow">if</font>(uvOff[2])
00713                                 {
00714                                         <font class="keywordflow">if</font> (!has3Coords[2])
00715                                         {
00716                                                 <font class="comment">// Uv.</font>
00717                                                 CUV                     *start= (CUV*)(startPtr + uvOff[2]);
00718                                                 CUV                     *end=   (CUV*)(endPtr   + uvOff[2]);
00719                                                 CUV                     *dst=   (CUV*)(destPtr  + uvOff[2]);
00720                                                 *dst= *start * a + *end * a1;
00721                                         }
00722                                         <font class="keywordflow">else</font>
00723                                         {
00724                                                 <font class="comment">// Uv.</font>
00725                                                 CUVW            *start= (CUVW*)(startPtr + uvOff[2]);
00726                                                 CUVW            *end=   (CUVW*)(endPtr   + uvOff[2]);
00727                                                 CUVW            *dst=   (CUVW*)(destPtr  + uvOff[2]);
00728                                                 *dst= *start * a + *end * a1;
00729                                         }
00730                                 }
00731                                 <font class="comment">// uv[3].</font>
00732                                 <font class="keywordflow">if</font>(uvOff[3])
00733                                 {
00734                                         <font class="keywordflow">if</font> (!has3Coords[3])
00735                                         {
00736                                                 <font class="comment">// Uv.</font>
00737                                                 CUV                     *start= (CUV*)(startPtr + uvOff[3]);
00738                                                 CUV                     *end=   (CUV*)(endPtr   + uvOff[3]);
00739                                                 CUV                     *dst=   (CUV*)(destPtr  + uvOff[3]);
00740                                                 *dst= *start * a + *end * a1;
00741                                         }
00742                                         <font class="keywordflow">else</font>
00743                                         {
00744                                                 <font class="comment">// Uv.</font>
00745                                                 CUVW            *start= (CUVW*)(startPtr + uvOff[3]);
00746                                                 CUVW            *end=   (CUVW*)(endPtr   + uvOff[3]);
00747                                                 CUVW            *dst=   (CUVW*)(destPtr  + uvOff[3]);
00748                                                 *dst= *start * a + *end * a1;
00749                                         }
00750                                 }
00751                                 <font class="comment">// color.</font>
00752                                 <font class="keywordflow">if</font>(colorOff)
00753                                 {
00754                                         CRGBA           *start= (CRGBA*)(startPtr + colorOff);
00755                                         CRGBA           *end=   (CRGBA*)(endPtr   + colorOff);
00756                                         CRGBA           *dst=   (CRGBA*)(destPtr  + colorOff);
00757                                         dst-&gt;blendFromui(*start, *end,  ua1);
00758                                 }
00759                                 <font class="comment">// specular.</font>
00760                                 <font class="keywordflow">if</font>(specularOff)
00761                                 {
00762                                         CRGBA           *start= (CRGBA*)(startPtr + specularOff);
00763                                         CRGBA           *end=   (CRGBA*)(endPtr   + specularOff);
00764                                         CRGBA           *dst=   (CRGBA*)(destPtr  + specularOff);
00765                                         dst-&gt;blendFromui(*start, *end,  ua1);
00766                                 }
00767                         }
00768                 }
00769 
00770 
00771                 <font class="comment">// Process extra UVs (maybe never, so don't bother optims :)).</font>
00772                 <font class="comment">// For all stages after 4.</font>
00773                 <font class="keywordflow">for</font>(i=4;i&lt;CVertexBuffer::MaxStage;i++)
00774                 {
00775                         uint                    nGeoms= geoms.size();
00776                         CMRMWedgeGeom   *ptrGeom= &amp;(geoms[0]);
00777                         uint8                   *destPtr= vertexDestPtr;
00778 
00779                         <font class="keywordflow">if</font>(uvOff[i]==0)
00780                                 <font class="keywordflow">continue</font>;
00781 
00782                         <font class="comment">// For all geomorphs.</font>
00783                         <font class="keywordflow">for</font>(; nGeoms&gt;0; nGeoms--, ptrGeom++, destPtr+= vertexSize )
00784                         {
00785                                 uint8                   *startPtr=      vertexPtr + ptrGeom-&gt;Start*vertexSize;
00786                                 uint8                   *endPtr=        vertexPtr + ptrGeom-&gt;End*vertexSize;
00787 
00788                                 <font class="comment">// uv[i].</font>
00789                                 <font class="comment">// Uv.</font>
00790                                 <font class="keywordflow">if</font> (!has3Coords[i])
00791                                 {
00792                                         CUV                     *start= (CUV*)(startPtr + uvOff[i]);
00793                                         CUV                     *end=   (CUV*)(endPtr   + uvOff[i]);
00794                                         CUV                     *dst=   (CUV*)(destPtr  + uvOff[i]);
00795                                         *dst= *start * a + *end * a1;
00796                                 }
00797                                 <font class="keywordflow">else</font>
00798                                 {
00799                                         CUVW            *start= (CUVW*)(startPtr + uvOff[i]);
00800                                         CUVW            *end=   (CUVW*)(endPtr  + uvOff[i]);
00801                                         CUVW            *dst=   (CUVW*)(destPtr + uvOff[i]);
00802                                         *dst= *start * a + *end * a1;
00803                                 }
00804                         }
00805                 }
00806         }
00807 }
00808 
00809 
00810 <font class="comment">// ***************************************************************************</font>
<a name="l00811"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c4">00811</a> <font class="keywordtype">void</font>    CMeshMRMGeom::applyGeomorphPosNormalUV0(std::vector&lt;CMRMWedgeGeom&gt;  &amp;geoms, uint8 *vertexPtr, uint8 *vertexDestPtr, sint32 vertexSize, <font class="keywordtype">float</font> a, <font class="keywordtype">float</font> a1)
00812 {
00813         <a class="code" href="debug_8h.html#a6">nlassert</a>(vertexSize==32);
00814 
00815 
00816         <font class="comment">// For all geomorphs.</font>
00817         uint                    nGeoms= geoms.size();
00818         CMRMWedgeGeom   *ptrGeom= &amp;(geoms[0]);
00819         uint8                   *destPtr= vertexDestPtr;
00820         <font class="keywordflow">for</font>(; nGeoms&gt;0; nGeoms--, ptrGeom++, destPtr+= vertexSize )
00821         {
00822                 <font class="comment">// Consider the Pos/Normal/UV as an array of 8 float to interpolate.</font>
00823                 <font class="keywordtype">float</font>                   *start= (<font class="keywordtype">float</font>*)(vertexPtr + (ptrGeom-&gt;Start&lt;&lt;5));
00824                 <font class="keywordtype">float</font>                   *end=   (<font class="keywordtype">float</font>*)(vertexPtr + (ptrGeom-&gt;End&lt;&lt;5));
00825                 <font class="keywordtype">float</font>                   *dst=   (<font class="keywordtype">float</font>*)(destPtr);
00826 
00827                 <font class="comment">// unrolled</font>
00828                 dst[0]= start[0] * a + end[0]* a1;
00829                 dst[1]= start[1] * a + end[1]* a1;
00830                 dst[2]= start[2] * a + end[2]* a1;
00831                 dst[3]= start[3] * a + end[3]* a1;
00832                 dst[4]= start[4] * a + end[4]* a1;
00833                 dst[5]= start[5] * a + end[5]* a1;
00834                 dst[6]= start[6] * a + end[6]* a1;
00835                 dst[7]= start[7] * a + end[7]* a1;
00836         }
00837 }
00838 
00839 
00840 <font class="comment">// ***************************************************************************</font>
<a name="l00841"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z589_0">00841</a> <font class="keywordtype">void</font>    CMeshMRMGeom::initInstance(CMeshBaseInstance *mbi)
00842 {
00843         <font class="comment">// init the instance with _MeshVertexProgram infos</font>
00844         <font class="keywordflow">if</font>(_MeshVertexProgram)
00845                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;initInstance(mbi);
00846 }
00847 
00848 
00849 <font class="comment">// ***************************************************************************</font>
<a name="l00850"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z589_1">00850</a> <font class="keywordtype">bool</font>    CMeshMRMGeom::clip(<font class="keyword">const</font> std::vector&lt;CPlane&gt;    &amp;pyramid, <font class="keyword">const</font> CMatrix &amp;worldMatrix)
00851 {
00852         <font class="comment">// Speed Clip: clip just the sphere.</font>
00853         CBSphere        localSphere(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o15">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z268_2">getCenter</a>(), <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o15">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z268_5">getRadius</a>());
00854         CBSphere        worldSphere;
00855 
00856         <font class="comment">// transform the sphere in WorldMatrix (with nearly good scale info).</font>
00857         localSphere.applyTransform(worldMatrix, worldSphere);
00858 
00859         <font class="comment">// if out of only plane, entirely out.</font>
00860         <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)pyramid.size();i++)
00861         {
00862                 <font class="comment">// We are sure that pyramid has normalized plane normals.</font>
00863                 <font class="comment">// if SpherMax OUT return false.</font>
00864                 <font class="keywordtype">float</font>   d= pyramid[i]*worldSphere.Center;
00865                 <font class="keywordflow">if</font>(d&gt;worldSphere.Radius)
00866                         <font class="keywordflow">return</font> <font class="keyword">false</font>;
00867         }
00868 
00869         <font class="comment">// test if must do a precise clip, according to mesh size.</font>
00870         <font class="keywordflow">if</font>( _PreciseClipping )
00871         {
00872                 CPlane  localPlane;
00873 
00874                 <font class="comment">// if out of only plane, entirely out.</font>
00875                 <font class="keywordflow">for</font>(sint i=0;i&lt;(sint)pyramid.size();i++)
00876                 {
00877                         <font class="comment">// Transform the pyramid in Object space.</font>
00878                         localPlane= pyramid[i]*worldMatrix;
00879                         <font class="comment">// localPlane must be normalized, because worldMatrix mya have a scale.</font>
00880                         localPlane.normalize();
00881                         <font class="comment">// if the box is not partially inside the plane, quit</font>
00882                         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o15">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z269_1">clipBack</a>(localPlane) )
00883                                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00884                 }
00885         }
00886 
00887         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00888 }
00889 
00890 
00891 <font class="comment">// ***************************************************************************</font>
<a name="l00892"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c1">00892</a> <font class="keyword">inline</font> sint     CMeshMRMGeom::chooseLod(<font class="keywordtype">float</font> alphaMRM, <font class="keywordtype">float</font> &amp;alphaLod)
00893 {
00894         <font class="comment">// Choose what Lod to draw.</font>
00895         alphaMRM*= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size()-1;
00896         sint    numLod= (sint)ceil(alphaMRM);
00897         <font class="keywordflow">if</font>(numLod==0)
00898         {
00899                 numLod= 0;
00900                 alphaLod= 0;
00901         }
00902         <font class="keywordflow">else</font>
00903         {
00904                 <font class="comment">// Lerp beetween lod i-1 and lod i.</font>
00905                 alphaLod= alphaMRM-(numLod-1);
00906         }
00907 
00908 
00909         <font class="comment">// If lod chosen is not loaded, take the best loaded.</font>
00910         <font class="keywordflow">if</font>(numLod&gt;=(sint)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>)
00911         {
00912                 numLod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>-1;
00913                 alphaLod= 1;
00914         }
00915 
00916         <font class="keywordflow">return</font> numLod;
00917 }
00918 
00919 
00920 <font class="comment">// ***************************************************************************</font>
<a name="l00921"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z589_2">00921</a> <font class="keywordtype">void</font>    CMeshMRMGeom::render(IDriver *drv, CTransformShape *trans, <font class="keywordtype">float</font> polygonCount, uint32 rdrFlags, <font class="keywordtype">float</font> globalAlpha)
00922 {
00923         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
00924         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size()==0)
00925                 <font class="keywordflow">return</font>;
00926 
00927 
00928         <font class="comment">// get the meshMRM instance.</font>
00929         CMeshBaseInstance       *mi= safe_cast&lt;CMeshBaseInstance*&gt;(trans);
00930         <font class="comment">// get a ptr on scene</font>
00931         CScene                          *ownerScene= mi-&gt;getScene();
00932         <font class="comment">// get a ptr on renderTrav</font>
00933         CRenderTrav                     *renderTrav= ownerScene-&gt;getRenderTrav();
00934 
00935 
00936         <font class="comment">// get the result of the Load Balancing.</font>
00937         <font class="keywordtype">float</font>   alphaMRM= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.getLevelDetailFromPolyCount(polygonCount);
00938 
00939         <font class="comment">// choose the lod.</font>
00940         <font class="keywordtype">float</font>   alphaLod;
00941         sint    numLod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c1">chooseLod</a>(alphaMRM, alphaLod);
00942 
00943 
00944         <font class="comment">// Render the choosen Lod.</font>
00945         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z595_0">CLod</a>    &amp;lod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[numLod];
00946         <font class="keywordflow">if</font>(lod.RdrPass.size()==0)
00947                 <font class="keywordflow">return</font>;
00948 
00949 
00950         <font class="comment">// Update the vertexBufferHard (if possible).</font>
00951         <font class="comment">// \toto yoyo: TODO_OPTIMIZE: allocate only what is needed for the current Lod (Max of all instances, like</font>
00952         <font class="comment">// the loading....) (see loadHeader()).</font>
00953         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_0">updateVertexBufferHard</a>(drv, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices());
00954         <font class="comment">/* currentVBHard is NULL if must disable it temporarily</font>
00955 <font class="comment">                For now, never disable it, but switch of VBHard may be VERY EXPENSIVE if NV_vertex_array_range2 is not</font>
00956 <font class="comment">                supported (old drivers).</font>
00957 <font class="comment">        */</font>
00958         IVertexBufferHard               *currentVBHard= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>;
00959 
00960 
00961         <font class="comment">// get the skeleton model to which I am binded (else NULL).</font>
00962         CSkeletonModel *skeleton;
00963         skeleton = mi-&gt;getSkeletonModel();
00964         <font class="comment">// The mesh must not be skinned for render()</font>
00965         <a class="code" href="debug_8h.html#a6">nlassert</a>(!(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a> &amp;&amp; mi-&gt;isSkinned() &amp;&amp; skeleton));
00966         <font class="keywordtype">bool</font> bMorphApplied = <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.BlendShapes.size() &gt; 0;
00967         <font class="keywordtype">bool</font> useTangentSpace = <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;needTangentSpace();
00968 
00969 
00970         <font class="comment">// Profiling</font>
00971         <font class="comment">//===========</font>
00972         <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_MeshMRMGeom_RenderNormal );
00973 
00974 
00975         <font class="comment">// Morphing</font>
00976         <font class="comment">// ========</font>
00977         <font class="keywordflow">if</font> (bMorphApplied)
00978         {
00979                 <font class="comment">// If _Skinned (NB: the skin is not applied) and if lod.OriginalSkinRestored, then restoreOriginalSkinPart is</font>
00980                 <font class="comment">// not called but mush morpher write changed vertices into VBHard so its ok. The unchanged vertices</font>
00981                 <font class="comment">// are written in the preceding call to restoreOriginalSkinPart.</font>
00982                 <font class="keywordflow">if</font> (_Skinned)
00983                 {
00984                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.initSkinned(&amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o4">_VBufferOriginal</a>,
00985                                                                  &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>,
00986                                                                  currentVBHard,
00987                                                                  useTangentSpace,
00988                                                                  &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>,
00989                                                                  &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>,
00990                                                                  useTangentSpace ? &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o3">_OriginalTGSpace</a> : NULL,
00991                                                                  <font class="keyword">false</font> );
00992                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.updateSkinned (mi-&gt;getBlendShapeFactors());
00993                 }
00994                 <font class="keywordflow">else</font> <font class="comment">// Not even skinned so we have to do all the stuff</font>
00995                 {
00996                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.init(&amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o4">_VBufferOriginal</a>,
00997                                                                  &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>,
00998                                                                  currentVBHard,
00999                                                                  useTangentSpace);
01000                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.update (mi-&gt;getBlendShapeFactors());
01001                 }
01002         }
01003 
01004         <font class="comment">// Skinning.</font>
01005         <font class="comment">//===========</font>
01006         <font class="comment">// if mesh is skinned (but here skin not applied), we must copy vertices/normals from original vertices.</font>
01007         <font class="keywordflow">if</font> (_Skinned)
01008         {
01009                 <font class="comment">// do it for this Lod only, and if cache say it is necessary.</font>
01010                 <font class="keywordflow">if</font> (!lod.OriginalSkinRestored)
01011                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c15">restoreOriginalSkinPart</a>(lod, currentVBHard);
01012         }
01013 
01014 
01015         <font class="comment">// set the instance worldmatrix.</font>
01016         drv-&gt;setupModelMatrix(trans-&gt;getWorldMatrix());
01017 
01018 
01019         <font class="comment">// Geomorph.</font>
01020         <font class="comment">//===========</font>
01021         <font class="comment">// Geomorph the choosen Lod (if not the coarser mesh).</font>
01022         <font class="keywordflow">if</font>(numLod&gt;0)
01023         {
01024                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c2">applyGeomorph</a>(lod.Geomorphs, alphaLod, currentVBHard);
01025         }
01026 
01027 
01028         <font class="comment">// force normalisation of normals..</font>
01029         <font class="keywordtype">bool</font>    bkupNorm= drv-&gt;isForceNormalize();
01030         drv-&gt;forceNormalize(<font class="keyword">true</font>);                      
01031 
01032 
01033         <font class="comment">// Setup meshVertexProgram</font>
01034         <font class="comment">//===========</font>
01035 
01036         <font class="comment">// use MeshVertexProgram effect?</font>
01037         <font class="keywordtype">bool</font>    useMeshVP= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a> != NULL;
01038         <font class="keywordflow">if</font>( useMeshVP )
01039         {
01040                 CMatrix         invertedObjectMatrix;
01041                 invertedObjectMatrix = trans-&gt;getWorldMatrix().inverted();
01042                 <font class="comment">// really ok if success to begin VP</font>
01043                 useMeshVP= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;begin(drv, mi-&gt;getScene(), mi, invertedObjectMatrix, renderTrav-&gt;CamPos);
01044         }
01045         
01046 
01047         <font class="comment">// Render the lod.</font>
01048         <font class="comment">//===========</font>
01049         <font class="comment">// active VB.</font>
01050         <font class="keywordflow">if</font>(currentVBHard)
01051                 drv-&gt;activeVertexBufferHard(currentVBHard);
01052         <font class="keywordflow">else</font>
01053                 drv-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>);
01054 
01055 
01056         <font class="comment">// Global alpha used ?</font>
01057         uint32  globalAlphaUsed= rdrFlags &amp; IMeshGeom::RenderGlobalAlpha;
01058         uint8   globalAlphaInt=(uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(globalAlpha*255);
01059 
01060         <font class="comment">// Render all pass.</font>
01061         <font class="keywordflow">if</font> (globalAlphaUsed)
01062         {
01063                 <font class="keywordtype">bool</font>    gaDisableZWrite= (rdrFlags &amp; IMeshGeom::RenderGADisableZWrite)?<font class="keyword">true</font>:<font class="keyword">false</font>;
01064 
01065                 <font class="comment">// for all passes</font>
01066                 <font class="keywordflow">for</font>(uint i=0;i&lt;lod.RdrPass.size();i++)
01067                 {
01068                         CRdrPass        &amp;rdrPass= lod.RdrPass[i];
01069 
01070                         <font class="keywordflow">if</font> ( ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderOpaqueMaterial) ) ||
01071                                  ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">true</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderTransparentMaterial) ) )
01072                         {
01073                                 <font class="comment">// CMaterial Ref</font>
01074                                 CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
01075 
01076                                 <font class="comment">// Use a MeshBlender to modify material and driver.</font>
01077                                 CMeshBlender    blender;
01078                                 blender.prepareRenderForGlobalAlpha(material, drv, globalAlpha, globalAlphaInt, gaDisableZWrite);
01079 
01080                                 <font class="comment">// Setup VP material</font>
01081                                 <font class="keywordflow">if</font> (useMeshVP)
01082                                 {
01083                                         <font class="keywordflow">if</font>(currentVBHard)
01084                                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, currentVBHard);
01085                                         <font class="keywordflow">else</font>
01086                                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>);
01087                                 }
01088 
01089                                 <font class="comment">// Render</font>
01090                                 drv-&gt;render(rdrPass.PBlock, material);
01091 
01092                                 <font class="comment">// Resetup material/driver</font>
01093                                 blender.restoreRender(material, drv, gaDisableZWrite);
01094                         }
01095                 }
01096         }
01097         <font class="keywordflow">else</font>
01098         {
01099                 <font class="keywordflow">for</font>(uint i=0;i&lt;lod.RdrPass.size();i++)
01100                 {
01101                         CRdrPass        &amp;rdrPass= lod.RdrPass[i];
01102 
01103                         <font class="keywordflow">if</font> ( ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">false</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderOpaqueMaterial) ) ||
01104                                  ( (mi-&gt;Materials[rdrPass.MaterialId].getBlend() == <font class="keyword">true</font>) &amp;&amp; (rdrFlags &amp; IMeshGeom::RenderTransparentMaterial) ) )
01105                         {
01106                                 <font class="comment">// CMaterial Ref</font>
01107                                 CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
01108 
01109                                 <font class="comment">// Setup VP material</font>
01110                                 <font class="keywordflow">if</font> (useMeshVP)
01111                                 {
01112                                         <font class="keywordflow">if</font>(currentVBHard)
01113                                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, currentVBHard);
01114                                         <font class="keywordflow">else</font>
01115                                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>);
01116                                 }       
01117 
01118                                 <font class="comment">// Render with the Materials of the MeshInstance.</font>
01119                                 drv-&gt;render(rdrPass.PBlock, material);
01120                         }
01121                 }
01122         }
01123 
01124 
01125         <font class="comment">// End VertexProgram effect</font>
01126         <font class="keywordflow">if</font>(useMeshVP)
01127         {
01128                 <font class="comment">// end it.</font>
01129                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;end(drv);
01130         }
01131 
01132 
01133         <font class="comment">// bkup force normalisation.</font>
01134         drv-&gt;forceNormalize(bkupNorm);
01135 
01136 }
01137 
01138 
01139 <font class="comment">// ***************************************************************************</font>
<a name="l01140"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z589_3">01140</a> <font class="keywordtype">void</font>    CMeshMRMGeom::renderSkin(CTransformShape *trans, <font class="keywordtype">float</font> alphaMRM)
01141 {
01142         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size()==0)
01143                 <font class="keywordflow">return</font>;
01144 
01145 
01146         <font class="comment">// get the meshMRM instance. only CMeshMRMInstance is possible when skinned (not MultiLod)</font>
01147         CMeshMRMInstance        *mi= safe_cast&lt;CMeshMRMInstance*&gt;(trans);
01148         <font class="comment">// get a ptr on scene</font>
01149         CScene                          *ownerScene= mi-&gt;getScene();
01150         <font class="comment">// get a ptr on renderTrav</font>
01151         CRenderTrav                     *renderTrav= ownerScene-&gt;getRenderTrav();
01152         <font class="comment">// get a ptr on the driver</font>
01153         IDriver                         *drv= renderTrav-&gt;getDriver();
01154         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
01155 
01156 
01157         <font class="comment">// choose the lod.</font>
01158         <font class="keywordtype">float</font>   alphaLod;
01159         sint    numLod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c1">chooseLod</a>(alphaMRM, alphaLod);
01160 
01161 
01162         <font class="comment">// Render the choosen Lod.</font>
01163         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z595_0">CLod</a>    &amp;lod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[numLod];
01164         <font class="keywordflow">if</font>(lod.RdrPass.size()==0)
01165                 <font class="keywordflow">return</font>;
01166 
01167 
01168         <font class="comment">/*</font>
01169 <font class="comment">                YOYO: renderSkin() no more support vertexBufferHard()!!! for AGP Memory optimisation concern.</font>
01170 <font class="comment">                AGP Skin rendering is made when supportSkinGrouping() is true</font>
01171 <font class="comment">                Hence if a skin is to be rendered here, because it doesn't have a good vertex format, or it has</font>
01172 <font class="comment">                MeshVertexProgram etc..., it will be rendered WITHOUT VBHard =&gt; slower.</font>
01173 <font class="comment">        */</font>
01174 
01175 
01176         <font class="comment">// get the skeleton model to which I am skinned</font>
01177         CSkeletonModel *skeleton;
01178         skeleton = mi-&gt;getSkeletonModel();
01179         <font class="comment">// must be skinned for renderSkin()</font>
01180         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a> &amp;&amp; mi-&gt;isSkinned() &amp;&amp; skeleton);
01181         <font class="keywordtype">bool</font> bMorphApplied = <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.BlendShapes.size() &gt; 0;
01182         <font class="keywordtype">bool</font> useNormal= (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat() &amp; CVertexBuffer::NormalFlag)!=0;
01183         <font class="keywordtype">bool</font> useTangentSpace = <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;needTangentSpace();
01184 
01185 
01186         <font class="comment">// Profiling</font>
01187         <font class="comment">//===========</font>
01188         <a class="code" href="hierarchical__timer_8h.html#a7">H_AUTO_USE</a>( NL3D_MeshMRMGeom_RenderSkinned );
01189 
01190 
01191         <font class="comment">// Morphing</font>
01192         <font class="comment">// ========</font>
01193         <font class="keywordflow">if</font> (bMorphApplied)
01194         {
01195                 <font class="comment">// Since Skinned we must update original skin vertices and normals because skinning use it</font>
01196                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.initSkinned(&amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o4">_VBufferOriginal</a>,
01197                                                          &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>,
01198                                                          NULL,
01199                                                          useTangentSpace,
01200                                                          &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>,
01201                                                          &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>,
01202                                                          useTangentSpace ? &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o3">_OriginalTGSpace</a> : NULL,
01203                                                          <font class="keyword">true</font> );
01204                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.updateSkinned (mi-&gt;getBlendShapeFactors());
01205         }
01206 
01207         <font class="comment">// Skinning.</font>
01208         <font class="comment">//===========</font>
01209 
01210         <font class="comment">// Use RawSkin if possible: only if no morph, and only Vertex/Normal</font>
01211         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_3">updateRawSkinNormal</a>(!bMorphApplied &amp;&amp; !useTangentSpace &amp;&amp; useNormal, mi, numLod);
01212 
01213         <font class="comment">// applySkin.</font>
01214         <font class="comment">//--------</font>
01215 
01216         <font class="comment">// If skin without normal (rare/usefull?) always simple (slow) case.</font>
01217         <font class="keywordflow">if</font>(!useNormal)
01218         {
01219                 <font class="comment">// skinning with just position</font>
01220                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c8">applySkin</a> (lod, skeleton);
01221         }
01222         <font class="keywordflow">else</font>
01223         {
01224                 <font class="comment">// Use SSE when possible</font>
01225                 <font class="keywordflow">if</font>( CSystemInfo::hasSSE() )
01226                 {
01227                         <font class="comment">// apply skin for this Lod only.</font>
01228                         <font class="keywordflow">if</font> (!useTangentSpace)
01229                         {
01230                                 <font class="comment">// skinning with normal, but no tangent space</font>
01231                                 <font class="keywordflow">if</font>(mi-&gt;_RawSkinCache)
01232                                         <font class="comment">// Use faster RawSkin if possible.</font>
01233                                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c12">applyRawSkinWithNormalSSE</a>(lod, *(mi-&gt;_RawSkinCache), skeleton);
01234                                 <font class="keywordflow">else</font>
01235                                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c10">applySkinWithNormalSSE</a> (lod, skeleton);
01236                         }
01237                         <font class="keywordflow">else</font>
01238                         {
01239                                 <font class="comment">// Tangent space stored in the last texture coordinate</font>
01240                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c14">applySkinWithTangentSpaceSSE</a>(lod, skeleton, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumTexCoordUsed() - 1);
01241                         }
01242                 }
01243                 <font class="comment">// Standard FPU skinning</font>
01244                 <font class="keywordflow">else</font>
01245                 {
01246                         <font class="comment">// apply skin for this Lod only.</font>
01247                         <font class="keywordflow">if</font> (!useTangentSpace)
01248                         {
01249                                 <font class="comment">// skinning with normal, but no tangent space</font>
01250                                 <font class="keywordflow">if</font>(mi-&gt;_RawSkinCache)
01251                                         <font class="comment">// Use faster RawSkin if possible.</font>
01252                                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c11">applyRawSkinWithNormal</a> (lod, *(mi-&gt;_RawSkinCache), skeleton);
01253                                 <font class="keywordflow">else</font>
01254                                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c9">applySkinWithNormal</a> (lod, skeleton);
01255                         }
01256                         <font class="keywordflow">else</font>
01257                         {
01258                                 <font class="comment">// Tangent space stored in the last texture coordinate</font>
01259                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c13">applySkinWithTangentSpace</a>(lod, skeleton, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumTexCoordUsed() - 1);
01260                         }
01261                 }
01262         }
01263 
01264         <font class="comment">// endSkin.</font>
01265         <font class="comment">//--------</font>
01266         <font class="comment">// dirt this lod part. (NB: this is not optimal, but sufficient :) ).</font>
01267         lod.OriginalSkinRestored= <font class="keyword">false</font>;
01268 
01269 
01270         <font class="comment">// NB: the skeleton matrix has already been setuped by CSkeletonModel</font>
01271         <font class="comment">// NB: the normalize flag has already been setuped by CSkeletonModel</font>
01272 
01273 
01274         <font class="comment">// Geomorph.</font>
01275         <font class="comment">//===========</font>
01276         <font class="comment">// Geomorph the choosen Lod (if not the coarser mesh).</font>
01277         <font class="keywordflow">if</font>(numLod&gt;0)
01278         {
01279                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c2">applyGeomorph</a>(lod.Geomorphs, alphaLod, NULL);
01280         }
01281 
01282 
01283         <font class="comment">// Setup meshVertexProgram</font>
01284         <font class="comment">//===========</font>
01285 
01286         <font class="comment">// use MeshVertexProgram effect?</font>
01287         <font class="keywordtype">bool</font>    useMeshVP= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a> != NULL;
01288         <font class="keywordflow">if</font>( useMeshVP )
01289         {
01290                 CMatrix         invertedObjectMatrix;
01291                 invertedObjectMatrix = skeleton-&gt;getWorldMatrix().inverted();
01292                 <font class="comment">// really ok if success to begin VP</font>
01293                 useMeshVP= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;begin(drv, mi-&gt;getScene(), mi, invertedObjectMatrix, renderTrav-&gt;CamPos);
01294         }
01295         
01296 
01297         <font class="comment">// Render the lod.</font>
01298         <font class="comment">//===========</font>
01299         <font class="comment">// active VB.</font>
01300         drv-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>);
01301 
01302 
01303         <font class="comment">// Render all pass.</font>
01304         <font class="keywordflow">for</font>(uint i=0;i&lt;lod.RdrPass.size();i++)
01305         {
01306                 CRdrPass        &amp;rdrPass= lod.RdrPass[i];
01307 
01308                 <font class="comment">// CMaterial Ref</font>
01309                 CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
01310 
01311                 <font class="comment">// Setup VP material</font>
01312                 <font class="keywordflow">if</font> (useMeshVP)
01313                 {
01314                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;setupForMaterial(material, drv, ownerScene, &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>);
01315                 }
01316 
01317                 <font class="comment">// Render with the Materials of the MeshInstance.</font>
01318                 drv-&gt;render(rdrPass.PBlock, material);
01319         }
01320 
01321         <font class="comment">// End VertexProgram effect</font>
01322         <font class="keywordflow">if</font>(useMeshVP)
01323         {
01324                 <font class="comment">// end it.</font>
01325                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;end(drv);
01326         }
01327 }
01328 
01329 
01330 <font class="comment">// ***************************************************************************</font>
<a name="l01331"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z594_0">01331</a> <font class="keywordtype">bool</font>    CMeshMRMGeom::supportSkinGrouping()<font class="keyword"> const</font>
01332 <font class="keyword"></font>{
01333         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o9">_SupportSkinGrouping</a>;
01334 }
01335 
01336 <font class="comment">// ***************************************************************************</font>
<a name="l01337"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z594_1">01337</a> sint    CMeshMRMGeom::renderSkinGroupGeom(CMeshMRMInstance      *mi, <font class="keywordtype">float</font> alphaMRM, uint remainingVertices, uint8 *vbDest)
01338 {
01339         <font class="comment">// get a ptr on scene</font>
01340         CScene                          *ownerScene= mi-&gt;getScene();
01341         <font class="comment">// get a ptr on renderTrav</font>
01342         CRenderTrav                     *renderTrav= ownerScene-&gt;getRenderTrav();
01343         <font class="comment">// get a ptr on the driver</font>
01344         IDriver                         *drv= renderTrav-&gt;getDriver();
01345         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
01346 
01347 
01348         <font class="comment">// choose the lod.</font>
01349         <font class="keywordtype">float</font>   alphaLod;
01350         sint    numLod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c1">chooseLod</a>(alphaMRM, alphaLod);
01351         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o10">_LastLodComputed</a>= numLod;
01352 
01353 
01354         <font class="comment">// Render the choosen Lod.</font>
01355         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z595_0">CLod</a>    &amp;lod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[numLod];
01356         <font class="keywordflow">if</font>(lod.RdrPass.size()==0)
01357                 <font class="comment">// return no vertices added</font>
01358                 <font class="keywordflow">return</font> 0;
01359 
01360         <font class="comment">// If the Lod is too big to render in the VBufferHard</font>
01361         <font class="keywordflow">if</font>(lod.NWedges&gt;remainingVertices)
01362                 <font class="comment">// return Failure</font>
01363                 <font class="keywordflow">return</font> -1;
01364 
01365         <font class="comment">// get the skeleton model to which I am skinned</font>
01366         CSkeletonModel *skeleton;
01367         skeleton = mi-&gt;getSkeletonModel();
01368         <font class="comment">// must be skinned for renderSkin()</font>
01369         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a> &amp;&amp; mi-&gt;isSkinned() &amp;&amp; skeleton);
01370         <font class="keywordtype">bool</font> bMorphApplied = <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.BlendShapes.size() &gt; 0;
01371         <font class="keywordtype">bool</font> useNormal= (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat() &amp; CVertexBuffer::NormalFlag)!=0;
01372         <a class="code" href="debug_8h.html#a6">nlassert</a>(useNormal);
01373 
01374 
01375         <font class="comment">// Profiling</font>
01376         <font class="comment">//===========</font>
01377         <a class="code" href="hierarchical__timer_8h.html#a7">H_AUTO_USE</a>( NL3D_MeshMRMGeom_RenderSkinned );
01378 
01379 
01380         <font class="comment">// Morphing</font>
01381         <font class="comment">// ========</font>
01382         <font class="keywordflow">if</font> (bMorphApplied)
01383         {
01384                 <font class="comment">// Since Skinned we must update original skin vertices and normals because skinning use it</font>
01385                 <font class="comment">// NB: no need to setup vertexBufferHard, because not update in SkinningMode, but if the skin is not applied,</font>
01386                 <font class="comment">// which is not the case here</font>
01387                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.initSkinned(&amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o4">_VBufferOriginal</a>,
01388                                                          &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>,
01389                                                          NULL,
01390                                                          <font class="keyword">false</font>,
01391                                                          &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>,
01392                                                          &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>,
01393                                                          NULL,
01394                                                          <font class="keyword">true</font> );
01395                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.updateSkinned (mi-&gt;getBlendShapeFactors());
01396         }
01397 
01398         <font class="comment">// Skinning.</font>
01399         <font class="comment">//===========</font>
01400 
01401         <font class="comment">// Use RawSkin if possible: only if no morph, and only Vertex/Normal</font>
01402         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_3">updateRawSkinNormal</a>(!bMorphApplied, mi, numLod);
01403 
01404         <font class="comment">// applySkin.</font>
01405         <font class="comment">//--------</font>
01406 
01407         <font class="comment">// Use SSE when possible</font>
01408         <font class="keywordflow">if</font>( CSystemInfo::hasSSE() )
01409         {
01410                 <font class="comment">// skinning with normal, but no tangent space</font>
01411                 <font class="keywordflow">if</font>(mi-&gt;_RawSkinCache)
01412                         <font class="comment">// Use faster RawSkin if possible.</font>
01413                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c12">applyRawSkinWithNormalSSE</a>(lod, *(mi-&gt;_RawSkinCache), skeleton);
01414                 <font class="keywordflow">else</font>
01415                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c10">applySkinWithNormalSSE</a> (lod, skeleton);
01416         }
01417         <font class="comment">// Standard FPU skinning</font>
01418         <font class="keywordflow">else</font>
01419         {
01420                 <font class="comment">// skinning with normal, but no tangent space</font>
01421                 <font class="keywordflow">if</font>(mi-&gt;_RawSkinCache)
01422                         <font class="comment">// Use faster RawSkin if possible.</font>
01423                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c11">applyRawSkinWithNormal</a> (lod, *(mi-&gt;_RawSkinCache), skeleton);
01424                 <font class="keywordflow">else</font>
01425                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c9">applySkinWithNormal</a> (lod, skeleton);
01426         }
01427 
01428         <font class="comment">// endSkin.</font>
01429         <font class="comment">//--------</font>
01430         <font class="comment">// Fill the usefull AGP memory (if any one loaded/Used).</font>
01431         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_2">fillAGPSkinPartWithVBHardPtr</a>(lod, vbDest);
01432         <font class="comment">// dirt this lod part. (NB: this is not optimal, but sufficient :) ).</font>
01433         lod.OriginalSkinRestored= <font class="keyword">false</font>;
01434 
01435 
01436         <font class="comment">// NB: the skeleton matrix has already been setuped by CSkeletonModel</font>
01437         <font class="comment">// NB: the normalize flag has already been setuped by CSkeletonModel</font>
01438 
01439 
01440         <font class="comment">// Geomorph.</font>
01441         <font class="comment">//===========</font>
01442         <font class="comment">// Geomorph the choosen Lod (if not the coarser mesh).</font>
01443         <font class="keywordflow">if</font>(numLod&gt;0)
01444         {
01445                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c3">applyGeomorphWithVBHardPtr</a>(lod.Geomorphs, alphaLod, vbDest);
01446         }
01447 
01448         <font class="comment">// How many vertices are added to the VBuffer ???</font>
01449         <font class="keywordflow">return</font> lod.NWedges;
01450 }
01451 
01452 <font class="comment">// ***************************************************************************</font>
<a name="l01453"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z594_2">01453</a> <font class="keywordtype">void</font>    CMeshMRMGeom::renderSkinGroupPrimitives(CMeshMRMInstance        *mi, uint baseVertex)
01454 {
01455         <font class="comment">// get a ptr on scene</font>
01456         CScene                          *ownerScene= mi-&gt;getScene();
01457         <font class="comment">// get a ptr on renderTrav</font>
01458         CRenderTrav                     *renderTrav= ownerScene-&gt;getRenderTrav();
01459         <font class="comment">// get a ptr on the driver</font>
01460         IDriver                         *drv= renderTrav-&gt;getDriver();
01461         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
01462 
01463         <font class="comment">// Get the lod choosen in renderSkinGroupGeom()</font>
01464         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z595_0">CLod</a>    &amp;lod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o10">_LastLodComputed</a>];
01465 
01466 
01467         <font class="comment">// Profiling</font>
01468         <font class="comment">//===========</font>
01469         <a class="code" href="hierarchical__timer_8h.html#a7">H_AUTO_USE</a>( NL3D_MeshMRMGeom_RenderSkinned );
01470 
01471         <font class="comment">// must update primitive cache</font>
01472         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c21">updateShiftedTriangleCache</a>(mi, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o10">_LastLodComputed</a>, baseVertex);
01473         <a class="code" href="debug_8h.html#a6">nlassert</a>(mi-&gt;_ShiftedTriangleCache);
01474 
01475         <font class="comment">// Render Quad or line, if needed (Yoyo: maybe never :/)</font>
01476         <font class="comment">//===========</font>
01477         <font class="keywordflow">if</font>(mi-&gt;_ShiftedTriangleCache-&gt;HasQuadOrLine)
01478         {
01479                 <font class="keywordflow">for</font>(uint i=0;i&lt;lod.RdrPass.size();i++)
01480                 {
01481                         CRdrPass        &amp;rdrPass= lod.RdrPass[i];
01482 
01483                         <font class="comment">// CMaterial Ref</font>
01484                         CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
01485 
01486 
01487                         <font class="comment">// Compute a PBlock (static to avoid reallocation) shifted to baseVertex</font>
01488                         <font class="keyword">static</font>  CPrimitiveBlock         dstPBlock;
01489                         dstPBlock.setNumLine(0);
01490                         dstPBlock.setNumQuad(0);
01491                         <font class="comment">// Lines.</font>
01492                         uint    numLines= rdrPass.PBlock.getNumLine();
01493                         <font class="keywordflow">if</font>(numLines)
01494                         {
01495                                 uint    nIds= numLines*2;
01496                                 <font class="comment">// allocate, in the tmp buffer</font>
01497                                 dstPBlock.setNumLine(numLines);
01498                                 <font class="comment">// index, and fill</font>
01499                                 uint32  *pSrcLine= rdrPass.PBlock.getLinePointer();
01500                                 uint32  *pDstLine= dstPBlock.getLinePointer();
01501                                 <font class="keywordflow">for</font>(;nIds&gt;0;nIds--,pSrcLine++,pDstLine++)
01502                                         *pDstLine= *pSrcLine + baseVertex;
01503                         }
01504                         <font class="comment">// Quads</font>
01505                         uint    numQuads= rdrPass.PBlock.getNumQuad();
01506                         <font class="keywordflow">if</font>(numQuads)
01507                         {
01508                                 uint    nIds= numQuads*4;
01509                                 <font class="comment">// allocate, in the tmp buffer</font>
01510                                 dstPBlock.setNumQuad(numQuads);
01511                                 <font class="comment">// index, and fill</font>
01512                                 uint32  *pSrcQuad= rdrPass.PBlock.getQuadPointer();
01513                                 uint32  *pDstQuad= dstPBlock.getQuadPointer();
01514                                 <font class="keywordflow">for</font>(;nIds&gt;0;nIds--,pSrcQuad++,pDstQuad++)
01515                                         *pDstQuad= *pSrcQuad + baseVertex;
01516                         }
01517 
01518 
01519                         <font class="comment">// Render with the Materials of the MeshInstance.</font>
01520                         drv-&gt;render(dstPBlock, material);
01521                 }
01522         }
01523 
01524         <font class="comment">// Render Triangles with cache</font>
01525         <font class="comment">//===========</font>
01526         <font class="keywordflow">for</font>(uint i=0;i&lt;lod.RdrPass.size();i++)
01527         {
01528                 CRdrPass        &amp;rdrPass= lod.RdrPass[i];
01529 
01530                 <font class="comment">// CMaterial Ref</font>
01531                 CMaterial &amp;material=mi-&gt;Materials[rdrPass.MaterialId];
01532 
01533                 <font class="comment">// Get the shifted triangles.</font>
01534                 CShiftedTriangleCache::CRdrPass         &amp;shiftedRdrPass= mi-&gt;_ShiftedTriangleCache-&gt;RdrPass[i];
01535 
01536                 <font class="comment">// This speed up 4 ms for 80K polys.</font>
01537                 uint    memToCache= shiftedRdrPass.NumTriangles*12;
01538                 memToCache= <a class="code" href="bit__set_8cpp.html#a0">min</a>(memToCache, 4096U);
01539                 CFastMem::precache(shiftedRdrPass.Triangles, memToCache);
01540 
01541                 <font class="comment">// Render with the Materials of the MeshInstance.</font>
01542                 drv-&gt;renderTriangles(material, shiftedRdrPass.Triangles, shiftedRdrPass.NumTriangles);
01543         }
01544 }
01545 
01546 
01547 <font class="comment">// ***************************************************************************</font>
<a name="l01548"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c21">01548</a> <font class="keywordtype">void</font>    CMeshMRMGeom::updateShiftedTriangleCache(CMeshMRMInstance *mi, sint curLodId, uint baseVertex)
01549 {
01550         <font class="comment">// if the instance has a cache, but not sync to us, delete it.</font>
01551         <font class="keywordflow">if</font>( mi-&gt;_ShiftedTriangleCache &amp;&amp; (
01552                 mi-&gt;_ShiftedTriangleCache-&gt;MeshDataId != <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_13">_MeshDataId</a> ||
01553                 mi-&gt;_ShiftedTriangleCache-&gt;LodId != curLodId ||
01554                 mi-&gt;_ShiftedTriangleCache-&gt;BaseVertex != baseVertex) )
01555         {
01556                 mi-&gt;clearShiftedTriangleCache();
01557         }
01558 
01559         <font class="comment">// If the instance has not a valid cache, must create it.</font>
01560         <font class="keywordflow">if</font>( !mi-&gt;_ShiftedTriangleCache )
01561         {
01562                 mi-&gt;_ShiftedTriangleCache= <font class="keyword">new</font> CShiftedTriangleCache;
01563                 <font class="comment">// Fill the cache Key.</font>
01564                 mi-&gt;_ShiftedTriangleCache-&gt;MeshDataId= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_13">_MeshDataId</a>;
01565                 mi-&gt;_ShiftedTriangleCache-&gt;LodId= curLodId;
01566                 mi-&gt;_ShiftedTriangleCache-&gt;BaseVertex= baseVertex;
01567 
01568                 <font class="comment">// Default.</font>
01569                 mi-&gt;_ShiftedTriangleCache-&gt;HasQuadOrLine= <font class="keyword">false</font>;
01570 
01571                 <font class="comment">// Build RdrPass</font>
01572                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z595_0">CLod</a>    &amp;lod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[curLodId];
01573                 mi-&gt;_ShiftedTriangleCache-&gt;RdrPass.resize(lod.RdrPass.size());
01574 
01575                 <font class="comment">// First pass, count number of triangles, and fill header info</font>
01576                 uint    totalTri= 0;
01577                 uint    i;
01578                 <font class="keywordflow">for</font>(i=0;i&lt;lod.RdrPass.size();i++)
01579                 {
01580                         CRdrPass        &amp;srcRdrPass= lod.RdrPass[i];
01581                         mi-&gt;_ShiftedTriangleCache-&gt;RdrPass[i].NumTriangles= srcRdrPass.PBlock.getNumTri();
01582                         totalTri+= srcRdrPass.PBlock.getNumTri();
01583                         <font class="comment">// Has quad or line??</font>
01584                         <font class="keywordflow">if</font>( srcRdrPass.PBlock.getNumQuad() || srcRdrPass.PBlock.getNumLine() )
01585                                 <font class="comment">// Yes =&gt; must inform the cache</font>
01586                                 mi-&gt;_ShiftedTriangleCache-&gt;HasQuadOrLine= <font class="keyword">true</font>;
01587                 }
01588 
01589                 <font class="comment">// Allocate triangles indices.</font>
01590                 mi-&gt;_ShiftedTriangleCache-&gt;RawIndices.resize(totalTri*3);
01591                 uint32          *rawPtr= mi-&gt;_ShiftedTriangleCache-&gt;RawIndices.getPtr();
01592 
01593                 <font class="comment">// Second pass, fill ptrs, and fill Arrays</font>
01594                 uint    indexTri= 0;
01595                 <font class="keywordflow">for</font>(i=0;i&lt;lod.RdrPass.size();i++)
01596                 {
01597                         CRdrPass                                                &amp;srcRdrPass= lod.RdrPass[i];
01598                         CShiftedTriangleCache::CRdrPass &amp;dstRdrPass= mi-&gt;_ShiftedTriangleCache-&gt;RdrPass[i];
01599                         dstRdrPass.Triangles= rawPtr + indexTri*3;
01600 
01601                         <font class="comment">// Fill the array</font>
01602                         uint    numTris= srcRdrPass.PBlock.getNumTri();
01603                         <font class="keywordflow">if</font>(numTris)
01604                         {
01605                                 uint    nIds= numTris*3;
01606                                 <font class="comment">// index, and fill</font>
01607                                 uint32  *pSrcTri= srcRdrPass.PBlock.getTriPointer();
01608                                 uint32  *pDstTri= dstRdrPass.Triangles;
01609                                 <font class="keywordflow">for</font>(;nIds&gt;0;nIds--,pSrcTri++,pDstTri++)
01610                                         *pDstTri= *pSrcTri + baseVertex;
01611                         }
01612 
01613                         <font class="comment">// Next</font>
01614                         indexTri+= dstRdrPass.NumTriangles;
01615                 }
01616         }
01617 }
01618 
01619 
01620 <font class="comment">// ***************************************************************************</font>
<a name="l01621"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z589_5">01621</a> <font class="keywordtype">void</font>    CMeshMRMGeom::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
01622 {
01623         <font class="comment">// because of complexity, serial is separated in save / load.</font>
01624 
01625         <font class="keywordflow">if</font>(f.isReading())
01626                 load(f);
01627         <font class="keywordflow">else</font>
01628                 save(f);
01629 
01630 }
01631 
01632 
01633 
01634 <font class="comment">// ***************************************************************************</font>
<a name="l01635"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c16">01635</a> sint    CMeshMRMGeom::loadHeader(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
01636 {
01637         <font class="comment">/*</font>
01638 <font class="comment">        Version 4:</font>
01639 <font class="comment">                - serial SkinWeights per MRM, not per Lod</font>
01640 <font class="comment">        Version 3:</font>
01641 <font class="comment">                - Bones names.</font>
01642 <font class="comment">        Version 2:</font>
01643 <font class="comment">                - Mesh Vertex Program.</font>
01644 <font class="comment">        Version 1:</font>
01645 <font class="comment">                - added blend shapes</font>
01646 <font class="comment">        Version 0:</font>
01647 <font class="comment">                - base version.</font>
01648 <font class="comment">        */</font>
01649         sint    ver= f.serialVersion(4);
01650 
01651         <font class="comment">// if &gt;= version 3, serial boens names</font>
01652         <font class="keywordflow">if</font>(ver&gt;=3)
01653         {
01654                 f.serialCont (_BonesName);
01655         }
01656 
01657         <font class="comment">// Version3-: Bones index are in skeleton model id list</font>
01658         _BoneIdComputed = (ver &lt; 3);
01659         <font class="comment">// Must always recompute usage of parents of bones used.</font>
01660         _BoneIdExtended = <font class="keyword">false</font>;
01661 
01662         <font class="comment">// Mesh Vertex Program.</font>
01663         <font class="keywordflow">if</font> (ver &gt;= 2)
01664         {
01665                 IMeshVertexProgram      *mvp= NULL;
01666                 f.serialPolyPtr(mvp);
01667                 _MeshVertexProgram= mvp;
01668         }
01669         <font class="keywordflow">else</font>
01670         {
01671                 <font class="comment">// release vp</font>
01672                 _MeshVertexProgram= NULL;
01673         }
01674 
01675         <font class="comment">// blend shapes</font>
01676         <font class="keywordflow">if</font> (ver &gt;= 1)
01677                 f.serial (_MeshMorpher);
01678 
01679         <font class="comment">// serial Basic info.</font>
01680         <font class="comment">// ==================</font>
01681         f.serial(_Skinned);
01682         f.serial(_BBox);
01683         f.serial(_LevelDetail.MaxFaceUsed);
01684         f.serial(_LevelDetail.MinFaceUsed);
01685         f.serial(_LevelDetail.DistanceFinest);
01686         f.serial(_LevelDetail.DistanceMiddle);
01687         f.serial(_LevelDetail.DistanceCoarsest);
01688         f.serial(_LevelDetail.OODistanceDelta);
01689         f.serial(_LevelDetail.DistancePow);
01690         <font class="comment">// preload the Lods.</font>
01691         f.serialCont(_LodInfos);
01692 
01693         <font class="comment">// read/save number of wedges.</font>
01694         <font class="comment">/* NB: prepare memory space too for vertices.</font>
01695 <font class="comment">                \todo yoyo: TODO_OPTIMIZE. for now there is no Lod memory profit with vertices / skinWeights.</font>
01696 <font class="comment">                But resizing arrays is a problem because of reallocation...</font>
01697 <font class="comment">        */</font>
01698         uint32  nWedges;
01699         f.serial(nWedges);
01700         <font class="comment">// Prepare the VBuffer.</font>
01701         _VBufferFinal.serialHeader(f);
01702         <font class="comment">// If skinned, must allocate skinWeights.</font>
01703         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(_SkinWeights);
01704         <font class="keywordflow">if</font>(_Skinned)
01705         {
01706                 _SkinWeights.resize(nWedges);
01707         }
01708 
01709 
01710         <font class="comment">// If new version, serial SkinWeights in header, not in lods.</font>
01711         <font class="keywordflow">if</font>(ver &gt;= 4)
01712         {
01713                 f.serialCont(_SkinWeights);
01714         }
01715 
01716 
01717         <font class="comment">// Serial lod offsets.</font>
01718         <font class="comment">// ==================</font>
01719         <font class="comment">// This is the reference pos, to load / save relative offsets.</font>
01720         sint32                  startPos = f.getPos();
01721         <font class="comment">// Those are the lodOffsets, relative to startPos.</font>
01722         vector&lt;sint32&gt;  lodOffsets;
01723         lodOffsets.resize(_LodInfos.size(), 0);
01724 
01725         <font class="comment">// read all relative offsets, and build the absolute offset of LodInfos.</font>
01726         <font class="keywordflow">for</font>(uint i=0;i&lt;_LodInfos.size(); i++)
01727         {
01728                 f.serial(lodOffsets[i]);
01729                 _LodInfos[i].LodOffset= startPos + lodOffsets[i];
01730         }
01731 
01732 
01733         <font class="comment">// resest the Lod arrays. NB: each Lod is empty, and ready to receive Lod data.</font>
01734         <font class="comment">// ==================</font>
01735         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(_Lods);
01736         _Lods.resize(_LodInfos.size());
01737 
01738         <font class="comment">// Flag the fact that no lod is loaded for now.</font>
01739         _NbLodLoaded= 0;
01740 
01741         <font class="comment">// Inform that the mesh data has changed</font>
01742         dirtMeshDataId();
01743 
01744 
01745         <font class="comment">// Some runtime not serialized compilation</font>
01746         compileRunTime();
01747 
01748         <font class="comment">// return version of the header</font>
01749         <font class="keywordflow">return</font> ver;
01750 }
01751 
01752 
01753 <font class="comment">// ***************************************************************************</font>
<a name="l01754"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c17">01754</a> <font class="keywordtype">void</font>    CMeshMRMGeom::load(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
01755 {
01756 
01757         <font class="comment">// because loading, flag the VertexBufferHard.</font>
01758         _VertexBufferHardDirty= <font class="keyword">true</font>;
01759 
01760 
01761         <font class="comment">// Load the header of the stream.</font>
01762         <font class="comment">// ==================</font>
01763         sint    verHeader= loadHeader(f);
01764 
01765         <font class="comment">// Read All lod subsets.</font>
01766         <font class="comment">// ==================</font>
01767         <font class="keywordflow">for</font>(uint i=0;i&lt;_LodInfos.size(); i++)
01768         {
01769                 <font class="comment">// read the lod face data.</font>
01770                 f.serial(_Lods[i]);
01771                 <font class="comment">// read the lod vertex data.</font>
01772                 serialLodVertexData(f, _LodInfos[i].StartAddWedge, _LodInfos[i].EndAddWedges);
01773                 <font class="comment">// if reading, must bkup all original vertices from VB.</font>
01774                 <font class="comment">// this is done in serialLodVertexData(). by subset</font>
01775         }
01776 
01777         <font class="comment">// Now, all lods are loaded.</font>
01778         _NbLodLoaded= _Lods.size();
01779 
01780         <font class="comment">// If version doen't have boneNames, must build BoneId now.</font>
01781         <font class="keywordflow">if</font>(verHeader &lt;= 2)
01782         {
01783                 buildBoneUsageVer2 ();
01784         }
01785 }
01786 
01787 
01788 <font class="comment">// ***************************************************************************</font>
<a name="l01789"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c18">01789</a> <font class="keywordtype">void</font>    CMeshMRMGeom::save(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
01790 {
01791         <font class="comment">/*</font>
01792 <font class="comment">        Version 4:</font>
01793 <font class="comment">                - serial SkinWeights per MRM, not per Lod</font>
01794 <font class="comment">        Version 3:</font>
01795 <font class="comment">                - Bones names.</font>
01796 <font class="comment">        Version 2:</font>
01797 <font class="comment">                - Mesh Vertex Program.</font>
01798 <font class="comment">        Version 1:</font>
01799 <font class="comment">                - added blend shapes</font>
01800 <font class="comment">        Version 0:</font>
01801 <font class="comment">                - base version.</font>
01802 <font class="comment">        */</font>
01803         sint    ver= f.serialVersion(4);
01804         uint    i;
01805 
01806         <font class="comment">// if &gt;= version 3, serial bones names</font>
01807         f.serialCont (_BonesName);
01808 
01809         <font class="comment">// Warning, if you have skinned this shape, you can't write it anymore because skinning id have been changed! </font>
01810         <a class="code" href="debug_8h.html#a6">nlassert</a> (_BoneIdComputed==<font class="keyword">false</font>);
01811 
01812         <font class="comment">// Mesh Vertex Program.</font>
01813         <font class="keywordflow">if</font> (ver &gt;= 2)
01814         {
01815                 IMeshVertexProgram      *mvp= NULL;
01816                 mvp= _MeshVertexProgram;
01817                 f.serialPolyPtr(mvp);
01818         }
01819 
01820         <font class="comment">// blend shapes</font>
01821         <font class="keywordflow">if</font> (ver &gt;= 1)
01822                 f.serial (_MeshMorpher);
01823 
01824         <font class="comment">// must have good original Skinned Vertex before writing.</font>
01825         <font class="keywordflow">if</font>( _Skinned )
01826         {
01827                 restoreOriginalSkinVertices();
01828         }
01829 
01830 
01831         <font class="comment">// serial Basic info.</font>
01832         <font class="comment">// ==================</font>
01833         f.serial(_Skinned);
01834         f.serial(_BBox);
01835         f.serial(_LevelDetail.MaxFaceUsed);
01836         f.serial(_LevelDetail.MinFaceUsed);
01837         f.serial(_LevelDetail.DistanceFinest);
01838         f.serial(_LevelDetail.DistanceMiddle);
01839         f.serial(_LevelDetail.DistanceCoarsest);
01840         f.serial(_LevelDetail.OODistanceDelta);
01841         f.serial(_LevelDetail.DistancePow);
01842         f.serialCont(_LodInfos);
01843 
01844         <font class="comment">// save number of wedges.</font>
01845         uint32  nWedges;
01846         nWedges= _VBufferFinal.getNumVertices();
01847         f.serial(nWedges);
01848         <font class="comment">// Save the VBuffer header.</font>
01849         _VBufferFinal.serialHeader(f);
01850 
01851 
01852         <font class="comment">// If new version, serial SkinWeights in header, not in lods.</font>
01853         <font class="keywordflow">if</font>(ver &gt;= 4)
01854         {
01855                 f.serialCont(_SkinWeights);
01856         }
01857 
01858 
01859         <font class="comment">// Serial lod offsets.</font>
01860         <font class="comment">// ==================</font>
01861         <font class="comment">// This is the reference pos, to load / save relative offsets.</font>
01862         sint32                  startPos = f.getPos();
01863         <font class="comment">// Those are the lodOffsets, relative to startPos.</font>
01864         vector&lt;sint32&gt;  lodOffsets;
01865         lodOffsets.resize(_LodInfos.size(), 0);
01866 
01867         <font class="comment">// write all dummy offset. For now (since we don't know what to set), compute the offset of </font>
01868         <font class="comment">// the sint32 to come back in serial lod parts below.</font>
01869         <font class="keywordflow">for</font>(i=0;i&lt;_LodInfos.size(); i++)
01870         {
01871                 lodOffsets[i]= f.getPos();
01872                 f.serial(lodOffsets[i]);
01873         }
01874 
01875         <font class="comment">// Serial lod subsets.</font>
01876         <font class="comment">// ==================</font>
01877 
01878         <font class="comment">// Save all the lods.</font>
01879         <font class="keywordflow">for</font>(i=0;i&lt;_LodInfos.size(); i++)
01880         {
01881                 <font class="comment">// get current absolute position.</font>
01882                 sint32  absCurPos= f.getPos();
01883 
01884                 <font class="comment">// come back to "relative lodOffset" absolute position in the stream. (temp stored in lodOffset[i]).</font>
01885                 f.seek(lodOffsets[i], IStream::begin);
01886 
01887                 <font class="comment">// write the relative position of the lod to the stream.</font>
01888                 sint32  relCurPos= absCurPos - startPos;
01889                 f.serial(relCurPos);
01890 
01891                 <font class="comment">// come back to absCurPos, to save the lod.</font>
01892                 f.seek(absCurPos, IStream::begin);
01893 
01894                 <font class="comment">// And so now, save the lod.</font>
01895                 <font class="comment">// write the lod face data.</font>
01896                 f.serial(_Lods[i]);
01897                 <font class="comment">// write the lod vertex data.</font>
01898                 serialLodVertexData(f, _LodInfos[i].StartAddWedge, _LodInfos[i].EndAddWedges);
01899         }
01900 
01901 
01902 }
01903 
01904 
01905 
01906 <font class="comment">// ***************************************************************************</font>
<a name="l01907"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c0">01907</a> <font class="keywordtype">void</font>    CMeshMRMGeom::serialLodVertexData(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f, uint startWedge, uint endWedge)
01908 {
01909         <font class="comment">/*</font>
01910 <font class="comment">        Version 1:</font>
01911 <font class="comment">                - serial SkinWeights per MRM, not per Lod</font>
01912 <font class="comment">        */</font>
01913         sint    ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(1);
01914 
01915         <font class="comment">// VBuffer part.</font>
01916         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.serialSubset(f, startWedge, endWedge);
01917 
01918         <font class="comment">// SkinWeights.</font>
01919         <font class="keywordflow">if</font>(_Skinned)
01920         {
01921                 <font class="comment">// Serialize SkinWeight per lod only for old versions.</font>
01922                 <font class="keywordflow">if</font>(ver&lt;1)
01923                 {
01924                         <font class="keywordflow">for</font>(uint i= startWedge; i&lt;endWedge; i++)
01925                         {
01926                                 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[i]);
01927                         }
01928                 }
01929                 <font class="comment">// if reading, must copy original vertices from VB.</font>
01930                 <font class="keywordflow">if</font>( f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>())
01931                 {
01932                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c6">bkupOriginalSkinVerticesSubset</a>(startWedge, endWedge);
01933                 }
01934         }
01935 }
01936 
01937 
01938 
01939 <font class="comment">// ***************************************************************************</font>
<a name="l01940"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z590_1">01940</a> <font class="keywordtype">void</font>    CMeshMRMGeom::loadFirstLod(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
01941 {
01942 
01943         <font class="comment">// because loading, flag the VertexBufferHard.</font>
01944         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_5">_VertexBufferHardDirty</a>= <font class="keyword">true</font>;
01945 
01946         <font class="comment">// Load the header of the stream.</font>
01947         <font class="comment">// ==================</font>
01948         sint    verHeader= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c16">loadHeader</a>(f);
01949 
01950 
01951         <font class="comment">// If empty MRM, quit.</font>
01952         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>.size()==0)
01953                 <font class="keywordflow">return</font>;
01954 
01955         <font class="comment">/* If the version is &lt;4, then SkinWeights are serialised per Lod.</font>
01956 <font class="comment">                But for computebonesId(), we must have all SkinWeights RIGHT NOW.</font>
01957 <font class="comment">                Hence, if too old version (&lt;4), serialize all the MRM....</font>
01958 <font class="comment">        */</font>
01959         uint    numLodToLoad;
01960         <font class="keywordflow">if</font>(verHeader&lt;4)
01961                 numLodToLoad= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>.size();
01962         <font class="keywordflow">else</font>
01963                 numLodToLoad= 1;
01964 
01965 
01966         <font class="comment">// Read lod subset(s).</font>
01967         <font class="comment">// ==================</font>
01968         <font class="keywordflow">for</font>(uint i=0;i&lt;numLodToLoad; i++)
01969         {
01970                 <font class="comment">// read the lod face data.</font>
01971                 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[i]);
01972                 <font class="comment">// read the lod vertex data.</font>
01973                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c0">serialLodVertexData</a>(f, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>[i].StartAddWedge, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>[i].EndAddWedges);
01974                 <font class="comment">// if reading, must bkup all original vertices from VB.</font>
01975                 <font class="comment">// this is done in serialLodVertexData(). by subset</font>
01976         }
01977 
01978         <font class="comment">// Now, just first lod is loaded (but if too old file)</font>
01979         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>= numLodToLoad;
01980 
01981         <font class="comment">// If version doen't have boneNames, must build BoneId now.</font>
01982         <font class="keywordflow">if</font>(verHeader &lt;= 2)
01983         {
01984                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c19">buildBoneUsageVer2</a> ();
01985         }
01986 }
01987 
01988 
01989 <font class="comment">// ***************************************************************************</font>
<a name="l01990"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z590_2">01990</a> <font class="keywordtype">void</font>    CMeshMRMGeom::loadNextLod(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
01991 {
01992 
01993         <font class="comment">// because loading, flag the VertexBufferHard.</font>
01994         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_5">_VertexBufferHardDirty</a>= <font class="keyword">true</font>;
01995 
01996         <font class="comment">// If all is loaded, quit.</font>
01997         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z590_0">getNbLodLoaded</a>() == <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z591_4">getNbLod</a>())
01998                 <font class="keywordflow">return</font>;
01999 
02000         <font class="comment">// Set pos to good lod.</font>
02001         f.<a class="code" href="classNLMISC_1_1IStream.html#a31">seek</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>].LodOffset, IStream::begin);
02002 
02003         <font class="comment">// Serial this lod data.</font>
02004         <font class="comment">// read the lod face data.</font>
02005         f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>]);
02006         <font class="comment">// read the lod vertex data.</font>
02007         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c0">serialLodVertexData</a>(f, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>].StartAddWedge, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o16">_LodInfos</a>[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>].EndAddWedges);
02008         <font class="comment">// if reading, must bkup all original vertices from VB.</font>
02009         <font class="comment">// this is done in serialLodVertexData(). by subset</font>
02010 
02011 
02012         <font class="comment">// Inc LodLoaded count.</font>
02013         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>++;
02014 }
02015 
02016 
02017 <font class="comment">// ***************************************************************************</font>
<a name="l02018"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z590_3">02018</a> <font class="keywordtype">void</font>    CMeshMRMGeom::unloadNextLod(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
02019 {
02020         <font class="comment">// If just first lod remain (or no lod), quit</font>
02021         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z590_0">getNbLodLoaded</a>() &lt;= 1)
02022                 <font class="keywordflow">return</font>;
02023 
02024         <font class="comment">// Reset the entire Lod object. (Free Memory).</font>
02025         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>-1]);
02026 
02027 
02028         <font class="comment">// Dec LodLoaded count.</font>
02029         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o17">_NbLodLoaded</a>--;
02030 }
02031 
02032 
02033 <font class="comment">// ***************************************************************************</font>
<a name="l02034"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c5">02034</a> <font class="keywordtype">void</font>    CMeshMRMGeom::bkupOriginalSkinVertices()
02035 {
02036         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>);
02037 
02038         <font class="comment">// bkup the entire array.</font>
02039         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c6">bkupOriginalSkinVerticesSubset</a>(0, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices());
02040 }
02041 
02042 
02043 <font class="comment">// ***************************************************************************</font>
<a name="l02044"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c6">02044</a> <font class="keywordtype">void</font>    CMeshMRMGeom::bkupOriginalSkinVerticesSubset(uint wedgeStart, uint wedgeEnd)
02045 {
02046         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>);
02047 
02048         <font class="comment">// Copy VBuffer content into Original vertices normals.</font>
02049         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat() &amp; CVertexBuffer::PositionFlag)
02050         {
02051                 <font class="comment">// copy vertices from VBuffer. (NB: unusefull geomorphed vertices are still copied, but doesn't matter).</font>
02052                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>.resize(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices());
02053                 <font class="keywordflow">for</font>(uint i=wedgeStart; i&lt;wedgeEnd;i++)
02054                 {
02055                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[i]= *(CVector*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer(i);
02056                 }
02057         }
02058         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat() &amp; CVertexBuffer::NormalFlag)
02059         {
02060                 <font class="comment">// copy normals from VBuffer. (NB: unusefull geomorphed normals are still copied, but doesn't matter).</font>
02061                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>.resize(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices());
02062                 <font class="keywordflow">for</font>(uint i=wedgeStart; i&lt;wedgeEnd;i++)
02063                 {
02064                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>[i]= *(CVector*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNormalCoordPointer(i);
02065                 }
02066         }
02067 
02068         <font class="comment">// is there tangent space added ?</font>
02069         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;needTangentSpace())
02070         {
02071                 <font class="comment">// yes, backup it</font>
02072                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumTexCoordUsed() &gt; 0);
02073                 uint tgSpaceStage = <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumTexCoordUsed() - 1;
02074                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o3">_OriginalTGSpace</a>.resize(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices());
02075                 <font class="keywordflow">for</font>(uint i=wedgeStart; i&lt;wedgeEnd;i++)
02076                 {
02077                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o3">_OriginalTGSpace</a>[i]= *(CVector*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getTexCoordPointer(i, tgSpaceStage);
02078                 }
02079         }
02080 }
02081 
02082 
02083 <font class="comment">// ***************************************************************************</font>
<a name="l02084"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c7">02084</a> <font class="keywordtype">void</font>    CMeshMRMGeom::restoreOriginalSkinVertices()
02085 {
02086         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>);
02087 
02088         <font class="comment">// Copy VBuffer content into Original vertices normals.</font>
02089         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat() &amp; CVertexBuffer::PositionFlag)
02090         {
02091                 <font class="comment">// copy vertices from VBuffer. (NB: unusefull geomorphed vertices are still copied, but doesn't matter).</font>
02092                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices();i++)
02093                 {
02094                         *(CVector*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer(i)= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[i];
02095                 }
02096         }
02097         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat() &amp; CVertexBuffer::NormalFlag)
02098         {
02099                 <font class="comment">// copy normals from VBuffer. (NB: unusefull geomorphed normals are still copied, but doesn't matter).</font>
02100                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices();i++)
02101                 {
02102                         *(CVector*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNormalCoordPointer(i)= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>[i];
02103                 }
02104         }
02105         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a> &amp;&amp; <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>-&gt;needTangentSpace())
02106         {
02107                 uint numTexCoords = <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumTexCoordUsed();
02108                 <a class="code" href="debug_8h.html#a6">nlassert</a>(numTexCoords &gt;= 2);
02109                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o3">_OriginalTGSpace</a>.size() == <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices());
02110                 <font class="comment">// copy tangent space vectors</font>
02111                 <font class="keywordflow">for</font>(uint i = 0; i &lt; <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices(); ++i)
02112                 {
02113                         *(CVector*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getTexCoordPointer(i, numTexCoords - 1)= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o3">_OriginalTGSpace</a>[i];
02114                 }
02115         }
02116 }
02117 
02118 
02119 <font class="comment">// ***************************************************************************</font>
<a name="l02120"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c15">02120</a> <font class="keywordtype">void</font>    CMeshMRMGeom::restoreOriginalSkinPart(CLod &amp;lod, IVertexBufferHard *currentVBHard)
02121 {
02122         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>);
02123 
02124 
02125         <font class="comment">/*</font>
02126 <font class="comment">                YOYO: _Skinned mrms no more support vertexBufferHard</font>
02127 <font class="comment">                see note in renderSkin()</font>
02128 <font class="comment">        */</font>
02129 
02130         <font class="comment">// get vertexPtr / normalOff.</font>
02131         <font class="comment">//===========================</font>
02132         uint8           *destVertexPtr= (uint8*)<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer();
02133         uint            flags= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat();
02134         sint32          vertexSize= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize();
02135         <font class="comment">// must have XYZ.</font>
02136         <a class="code" href="debug_8h.html#a6">nlassert</a>(flags &amp; CVertexBuffer::PositionFlag);
02137 
02138         <font class="comment">// Compute offset of each component of the VB.</font>
02139         sint32          normalOff;
02140         <font class="keywordflow">if</font>(flags &amp; CVertexBuffer::NormalFlag)
02141                 normalOff= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNormalOff();
02142         <font class="keywordflow">else</font>
02143                 normalOff= 0;
02144 
02145 
02146         <font class="comment">// compute src array.</font>
02147         CVector                         *srcVertexPtr;
02148         CVector                         *srcNormalPtr= NULL;
02149         srcVertexPtr= &amp;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[0];
02150         <font class="keywordflow">if</font>(normalOff)
02151                 srcNormalPtr= &amp;(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>[0]);
02152 
02153 
02154         <font class="comment">// copy skinning.</font>
02155         <font class="comment">//===========================</font>
02156         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>;i++)
02157         {
02158                 uint            nInf= lod.InfluencedVertices[i].size();
02159                 <font class="keywordflow">if</font>( nInf==0 )
02160                         <font class="keywordflow">continue</font>;
02161                 uint32          *infPtr= &amp;(lod.InfluencedVertices[i][0]);
02162 
02163                 <font class="comment">//  for all InfluencedVertices only.</font>
02164                 <font class="keywordflow">for</font>(;nInf&gt;0;nInf--, infPtr++)
02165                 {
02166                         uint    <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>= *infPtr;
02167                         CVector                         *srcVertex= srcVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>;
02168                         CVector                         *srcNormal= srcNormalPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>;
02169                         uint8                           *dstVertexVB= destVertexPtr + <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> * vertexSize;
02170                         CVector                         *dstVertex= (CVector*)(dstVertexVB);
02171                         CVector                         *dstNormal= (CVector*)(dstVertexVB + normalOff);
02172 
02173 
02174                         <font class="comment">// Vertex.</font>
02175                         *dstVertex= *srcVertex;
02176                         <font class="comment">// Normal.</font>
02177                         <font class="keywordflow">if</font>(normalOff)
02178                                 *dstNormal= *srcNormal;
02179                 }
02180         }
02181 
02182 
02183         <font class="comment">// clean this lod part. (NB: this is not optimal, but sufficient :) ).</font>
02184         lod.OriginalSkinRestored= <font class="keyword">true</font>;
02185 }
02186 
02187 <font class="comment">// ***************************************************************************</font>
02188 
<a name="l02189"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z589_4">02189</a> <font class="keywordtype">float</font> CMeshMRMGeom::getNumTriangles (<font class="keywordtype">float</font> distance)
02190 {
02191         <font class="comment">// NB: this is an approximation, but this is continious.</font>
02192         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z596_0">_LevelDetail</a>.getNumTriangles(distance);
02193 }
02194 
02195 
02196 
02197 <font class="comment">// ***************************************************************************</font>
<a name="l02198"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_1">02198</a> <font class="keywordtype">void</font>                            CMeshMRMGeom::deleteVertexBufferHard()
02199 {
02200         <font class="comment">// test (refptr) if the object still exist in memory.</font>
02201         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>!=NULL)
02202         {
02203                 <font class="comment">// A vbufferhard should still exist only if driver still exist.</font>
02204                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_4">_Driver</a>!=NULL);
02205 
02206                 <font class="comment">// delete it from driver.</font>
02207                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_4">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>);
02208                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>= NULL;
02209         }
02210 }
02211 
02212 <font class="comment">// ***************************************************************************</font>
<a name="l02213"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_0">02213</a> <font class="keywordtype">void</font>                            CMeshMRMGeom::updateVertexBufferHard(IDriver *drv, uint32 numVertices)
02214 {
02215         <font class="keywordflow">if</font>(!drv-&gt;supportVertexBufferHard() || numVertices==0)
02216                 <font class="keywordflow">return</font>;
02217 
02218 
02228         <font class="keywordtype">bool</font>    avoidVBHard;
02229         avoidVBHard= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a> || ( <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o18">_MeshMorpher</a>.BlendShapes.size()&gt;0 &amp;&amp; drv-&gt;slowUnlockVertexBufferHard() );
02230         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_5">_VertexBufferHardDirty</a> &amp;&amp; avoidVBHard )
02231         {
02232                 <font class="comment">// delete possible old VBHard.</font>
02233                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>!=NULL)
02234                 {
02235                         <font class="comment">// VertexBufferHard lifetime &lt; Driver lifetime.</font>
02236                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_4">_Driver</a>!=NULL);
02237                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_4">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>);
02238                 }
02239                 <font class="keywordflow">return</font>;
02240         }
02241 
02242 
02243         <font class="comment">// If the vbufferhard is not here, or if dirty, or if do not have enough vertices.</font>
02244         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>==NULL || <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_5">_VertexBufferHardDirty</a> || <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>-&gt;getNumVertices() &lt; numVertices)
02245         {
02246                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_5">_VertexBufferHardDirty</a>= <font class="keyword">false</font>;
02247 
02248                 <font class="comment">// delete possible old _VBHard.</font>
02249                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>!=NULL)
02250                 {
02251                         <font class="comment">// VertexBufferHard lifetime &lt; Driver lifetime.</font>
02252                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_4">_Driver</a>!=NULL);
02253                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_4">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>);
02254                 }
02255 
02256                 <font class="comment">// bkup drv in a refptr. (so we know if the vbuffer hard has to be deleted).</font>
02257                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_4">_Driver</a>= drv;
02258                 <font class="comment">// try to create new one, in AGP Ram</font>
02259                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_4">_Driver</a>-&gt;createVertexBufferHard(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat(), <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getValueTypePointer (), numVertices, IDriver::VBHardAGP);
02260 
02261 
02262                 <font class="comment">// If KO, use normal VertexBuffer, else, Fill it with VertexBuffer.</font>
02263                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>!=NULL)
02264                 {
02265                         <font class="keywordtype">void</font>    *vertexPtr= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>-&gt;lock();
02266 
02267                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat() == <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>-&gt;getVertexFormat());
02268                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices() &gt;= numVertices);
02269                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize() == <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>-&gt;getVertexSize());
02270 
02271                         <font class="comment">// \todo yoyo: TODO_DX8 and DX8 ???</font>
02272                         <font class="comment">// Because same internal format, just copy all block.</font>
02273                         memcpy(vertexPtr, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexCoordPointer(), numVertices * <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexSize() );
02274 
02275                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_3">_VBHard</a>-&gt;unlock();
02276                 }
02277         }
02278 
02279 }
02280 
02281 <font class="comment">// ***************************************************************************</font>
<a name="l02282"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z592_1">02282</a> <font class="keywordtype">void</font>    CMeshMRMGeom::computeBonesId (CSkeletonModel *skeleton)
02283 {
02284         <font class="comment">// Already computed ?</font>
02285         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o7">_BoneIdComputed</a>)
02286         {
02287                 <font class="comment">// Get a pointer on the skeleton</font>
02288                 <a class="code" href="debug_8h.html#a6">nlassert</a> (skeleton);
02289                 <font class="keywordflow">if</font> (skeleton)
02290                 {
02291                         <font class="comment">// Resize boneId to the good size.</font>
02292                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o12">_BonesId</a>.resize(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o11">_BonesName</a>.size());
02293 
02294                         <font class="comment">// Remap bones id table</font>
02295                         std::vector&lt;uint&gt; remap (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o11">_BonesName</a>.size());
02296 
02297                         <font class="comment">// For each bones</font>
02298                         uint bone;
02299                         <font class="keywordflow">for</font> (bone=0; bone&lt;remap.size(); bone++)
02300                         {
02301                                 <font class="comment">// Look for the bone</font>
02302                                 sint32 boneId = skeleton-&gt;getBoneIdByName (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o11">_BonesName</a>[bone]);
02303 
02304                                 <font class="comment">// Setup the _BoneId.</font>
02305                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o12">_BonesId</a>[bone]= boneId;
02306 
02307                                 <font class="comment">// Bones found ?</font>
02308                                 <font class="keywordflow">if</font> (boneId != -1)
02309                                 {
02310                                         <font class="comment">// Set the bone id</font>
02311                                         remap[bone] = (uint32)boneId;
02312                                 }
02313                                 <font class="keywordflow">else</font>
02314                                 {
02315                                         <font class="comment">// Put id 0</font>
02316                                         remap[bone] = 0;
02317 
02318                                         <font class="comment">// Error</font>
02319                                         <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"Bone %s not found in the skeleton."</font>, <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o11">_BonesName</a>[bone].c_str());
02320                                 }
02321                         }
02322 
02323                         <font class="comment">// Remap the vertex</font>
02324                         uint vert;
02325                         <font class="keywordflow">for</font> (vert=0; vert&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>.size(); vert++)
02326                         {
02327                                 <font class="comment">// For each weight</font>
02328                                 uint weight;
02329                                 <font class="keywordflow">for</font> (weight=0; weight&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>; weight++)
02330                                 {
02331                                         <font class="comment">// Active ?</font>
02332                                         <font class="keywordflow">if</font> ((<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].Weights[weight]&gt;0)||(weight==0))
02333                                         {
02334                                                 <font class="comment">// Check id</font>
02335                                                 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight] &lt; remap.size());
02336                                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight] = remap[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight]];
02337                                         }
02338                                 }                               
02339                         }
02340 
02341                         <font class="comment">// Remap the vertex influence by lods</font>
02342                         uint lod;
02343                         <font class="keywordflow">for</font> (lod=0; lod&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size(); lod++)
02344                         {
02345                                 <font class="comment">// For each matrix used</font>
02346                                 uint <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>;
02347                                 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[lod].MatrixInfluences.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>++)
02348                                 {
02349                                         <font class="comment">// Check</font>
02350                                         <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[lod].MatrixInfluences[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]&lt;remap.size());
02351 
02352                                         <font class="comment">// Remap</font>
02353                                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[lod].MatrixInfluences[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>] = remap[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[lod].MatrixInfluences[<a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>]];
02354                                 }
02355                         }
02356 
02357                         <font class="comment">// Computed</font>
02358                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o7">_BoneIdComputed</a> = <font class="keyword">true</font>;
02359                 }
02360         }
02361 
02362         <font class="comment">// Already extended ?</font>
02363         <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o8">_BoneIdExtended</a>)
02364         {
02365                 <a class="code" href="debug_8h.html#a6">nlassert</a> (skeleton);
02366                 <font class="keywordflow">if</font> (skeleton)
02367                 {
02368                         <font class="comment">// the total bone Usage of the mesh.</font>
02369                         vector&lt;bool&gt;    boneUsage;
02370                         boneUsage.resize(skeleton-&gt;Bones.size(), <font class="keyword">false</font>);
02371 
02372                         <font class="comment">// for all Bones marked as valid.</font>
02373                         uint    i;
02374                         <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o12">_BonesId</a>.size(); i++)
02375                         {
02376                                 <font class="comment">// if not a valid boneId, skip it.</font>
02377                                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o12">_BonesId</a>[i]&lt;0)
02378                                         <font class="keywordflow">continue</font>;
02379 
02380                                 <font class="comment">// mark him and his father in boneUsage.</font>
02381                                 skeleton-&gt;flagBoneAndParents(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o12">_BonesId</a>[i], boneUsage);
02382                         }
02383 
02384                         <font class="comment">// fill _BonesIdExt with bones of _BonesId and their parents.</font>
02385                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o13">_BonesIdExt</a>.clear();
02386                         <font class="keywordflow">for</font>(i=0; i&lt;boneUsage.size();i++)
02387                         {
02388                                 <font class="comment">// if the bone is used by the mesh, add it to BoneIdExt.</font>
02389                                 <font class="keywordflow">if</font>(boneUsage[i])
02390                                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o13">_BonesIdExt</a>.push_back(i);
02391                         }
02392 
02393                 }
02394 
02395                 <font class="comment">// Extended</font>
02396                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o8">_BoneIdExtended</a>= <font class="keyword">true</font>;
02397         }
02398 
02399 }
02400 
02401 
02402 <font class="comment">// ***************************************************************************</font>
<a name="l02403"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c19">02403</a> <font class="keywordtype">void</font>    CMeshMRMGeom::buildBoneUsageVer2 ()
02404 {
02405         <font class="keywordflow">if</font>(_Skinned)
02406         {
02407                 <font class="comment">// parse all vertices, couting MaxBoneId used.</font>
02408                 uint32  maxBoneId= 0;
02409                 <font class="comment">// for each vertex</font>
02410                 uint vert;
02411                 <font class="keywordflow">for</font> (vert=0; vert&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>.size(); vert++)
02412                 {
02413                         <font class="comment">// For each weight</font>
02414                         <font class="keywordflow">for</font> (uint weight=0; weight&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>; weight++)
02415                         {
02416                                 <font class="comment">// Active ?</font>
02417                                 <font class="keywordflow">if</font> ((<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].Weights[weight]&gt;0)||(weight==0))
02418                                 {
02419                                         maxBoneId= max(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight], maxBoneId);
02420                                 }
02421                         }                               
02422                 }
02423 
02424                 <font class="comment">// alloc an array of maxBoneId+1, reset to 0.</font>
02425                 std::vector&lt;uint8&gt;              boneUsage;
02426                 boneUsage.resize(maxBoneId+1, 0);
02427 
02428                 <font class="comment">// reparse all vertices, counting usage for each bone.</font>
02429                 <font class="keywordflow">for</font> (vert=0; vert&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>.size(); vert++)
02430                 {
02431                         <font class="comment">// For each weight</font>
02432                         <font class="keywordflow">for</font> (uint weight=0; weight&lt;<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>; weight++)
02433                         {
02434                                 <font class="comment">// Active ?</font>
02435                                 <font class="keywordflow">if</font> ((<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].Weights[weight]&gt;0)||(weight==0))
02436                                 {
02437                                         <font class="comment">// mark this bone as used.</font>
02438                                         boneUsage[<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vert].MatrixId[weight]]= 1;
02439                                 }
02440                         }                               
02441                 }
02442 
02443                 <font class="comment">// For each bone used</font>
02444                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o12">_BonesId</a>.clear();
02445                 <font class="keywordflow">for</font>(uint i=0; i&lt;boneUsage.size();i++)
02446                 {
02447                         <font class="comment">// if the bone is used by the mesh, add it to BoneId.</font>
02448                         <font class="keywordflow">if</font>(boneUsage[i])
02449                                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o12">_BonesId</a>.push_back(i);
02450                 }
02451         }
02452 }
02453 
02454 
02455 <font class="comment">// ***************************************************************************</font>
<a name="l02456"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z592_2">02456</a> <font class="keywordtype">void</font>    CMeshMRMGeom::updateSkeletonUsage(CSkeletonModel *sm, <font class="keywordtype">bool</font> increment)
02457 {
02458         <font class="comment">// For all Bones used.</font>
02459         <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o13">_BonesIdExt</a>.size();i++)
02460         {
02461                 uint    boneId= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o13">_BonesIdExt</a>[i];
02462                 <font class="comment">// Some explicit Error.</font>
02463                 <font class="keywordflow">if</font>(boneId&gt;=sm-&gt;Bones.size())
02464                         <a class="code" href="debug_8h.html#a3">nlerror</a>(<font class="stringliteral">" Skin is incompatible with Skeleton: tries to use bone %d"</font>, boneId);
02465                 <font class="comment">// increment or decrement not Forced, because CMeshGeom use getActiveBoneSkinMatrix().</font>
02466                 <font class="keywordflow">if</font>(increment)
02467                         sm-&gt;incBoneUsage(boneId, CSkeletonModel::UsageNormal);
02468                 <font class="keywordflow">else</font>
02469                         sm-&gt;decBoneUsage(boneId, CSkeletonModel::UsageNormal);
02470         }
02471 }
02472 
02473 
02474 <font class="comment">// ***************************************************************************</font>
<a name="l02475"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#c20">02475</a> <font class="keywordtype">void</font>    CMeshMRMGeom::compileRunTime()
02476 {
02477         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z597_6">_PreciseClipping</a>= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o15">_BBox</a>.<a class="code" href="classNLMISC_1_1CAABBoxExt.html#z268_5">getRadius</a>() &gt;= <a class="code" href="mesh_8h.html#a1">NL3D_MESH_PRECISE_CLIP_THRESHOLD</a>;
02478 
02479         <font class="comment">// Compute if can support SkinGrouping rendering</font>
02480         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>.size()==0 || !<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o0">_Skinned</a>)
02481                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o9">_SupportSkinGrouping</a>= <font class="keyword">false</font>;
02482         <font class="keywordflow">else</font>
02483         {
02484                 <font class="comment">// The Mesh must follow thos restrictions, to support group skinning</font>
02485                 <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o9">_SupportSkinGrouping</a>=
02486                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getVertexFormat() == <a class="code" href="render__trav_8h.html#a0">NL3D_MESH_SKIN_MANAGER_VERTEXFORMAT</a> &amp;&amp;
02487                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o5">_VBufferFinal</a>.getNumVertices() &lt; <a class="code" href="render__trav_8h.html#a1">NL3D_MESH_SKIN_MANAGER_MAXVERTICES</a> &amp;&amp;
02488                         !<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o19">_MeshVertexProgram</a>;
02489         }
02490 
02491 }
02492 
02493 
02494 <font class="comment">// ***************************************************************************</font>
02495 <font class="comment">// ***************************************************************************</font>
02496 <font class="comment">// Mesh Block Render Interface</font>
02497 <font class="comment">// ***************************************************************************</font>
02498 <font class="comment">// ***************************************************************************</font>
02499 
02500 
02501 <font class="comment">// ***************************************************************************</font>
<a name="l02502"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z593_0">02502</a> <font class="keywordtype">bool</font>    CMeshMRMGeom::supportMeshBlockRendering ()<font class="keyword"> const</font>
02503 <font class="keyword"></font>{
02504         <font class="comment">// \todo yoyo: TODO_OPTIMIZE support MeshBlockRendering with MRM</font>
02505         <font class="keywordflow">return</font> <font class="keyword">false</font>;
02506 }
02507 
02508 <font class="comment">// ***************************************************************************</font>
<a name="l02509"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z593_1">02509</a> <font class="keywordtype">bool</font>    CMeshMRMGeom::sortPerMaterial()<font class="keyword"> const</font>
02510 <font class="keyword"></font>{
02511         <font class="keywordflow">return</font> <font class="keyword">false</font>;
02512 }
02513 <font class="comment">// ***************************************************************************</font>
<a name="l02514"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z593_2">02514</a> uint    CMeshMRMGeom::getNumRdrPasses()<font class="keyword"> const </font>
02515 <font class="keyword"></font>{
02516         <font class="keywordflow">return</font> 0;
02517 }
02518 <font class="comment">// ***************************************************************************</font>
<a name="l02519"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z593_3">02519</a> <font class="keywordtype">void</font>    CMeshMRMGeom::beginMesh(CMeshGeomRenderContext &amp;rdrCtx) 
02520 {
02521 }
02522 <font class="comment">// ***************************************************************************</font>
<a name="l02523"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z593_4">02523</a> <font class="keywordtype">void</font>    CMeshMRMGeom::activeInstance(CMeshGeomRenderContext &amp;rdrCtx, CMeshBaseInstance *inst, <font class="keywordtype">float</font> polygonCount) 
02524 {
02525 }
02526 <font class="comment">// ***************************************************************************</font>
<a name="l02527"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z593_5">02527</a> <font class="keywordtype">void</font>    CMeshMRMGeom::renderPass(CMeshGeomRenderContext &amp;rdrCtx, CMeshBaseInstance *mi, <font class="keywordtype">float</font> polygonCount, uint rdrPassId) 
02528 {
02529 }
02530 <font class="comment">// ***************************************************************************</font>
<a name="l02531"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z593_6">02531</a> <font class="keywordtype">void</font>    CMeshMRMGeom::endMesh(CMeshGeomRenderContext &amp;rdrCtx) 
02532 {
02533 }
02534 
02535 
02536 <font class="comment">// ***************************************************************************</font>
02537 <font class="comment">// ***************************************************************************</font>
02538 <font class="comment">// CMeshMRM.</font>
02539 <font class="comment">// ***************************************************************************</font>
02540 <font class="comment">// ***************************************************************************</font>
02541 
02542 
02543 
02544 <font class="comment">// ***************************************************************************</font>
<a name="l02545"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#a0">02545</a> CMeshMRM::CMeshMRM()
02546 {
02547 }
02548 <font class="comment">// ***************************************************************************</font>
<a name="l02549"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#a1">02549</a> <font class="keywordtype">void</font>                    CMeshMRM::build (CMeshBase::CMeshBaseBuild &amp;mBase, CMesh::CMeshBuild &amp;m, 
02550                                                                  std::vector&lt;CMesh::CMeshBuild*&gt; &amp;listBS,
02551                                                                  <font class="keyword">const</font> CMRMParameters &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a357">params</a>)
02552 {
02554         CMeshBase::buildMeshBase (mBase);
02555 
02556         <font class="comment">// Then build the geom.</font>
02557         <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>.build (m, listBS, mBase.Materials.size(), <a class="code" href="driver__opengl__extension__def_8h.html#a357">params</a>);
02558 }
02559 <font class="comment">// ***************************************************************************</font>
<a name="l02560"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#a2">02560</a> <font class="keywordtype">void</font>                    CMeshMRM::build (CMeshBase::CMeshBaseBuild &amp;m, <font class="keyword">const</font> CMeshMRMGeom &amp;mgeom)
02561 {
02563         CMeshBase::buildMeshBase(m);
02564 
02565         <font class="comment">// Then copy the geom.</font>
02566         <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>= mgeom;
02567 }
02568 
02569 
02570 <font class="comment">// ***************************************************************************</font>
<a name="l02571"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#a3">02571</a> <font class="keywordtype">void</font>                    CMeshMRM::optimizeMaterialUsage(std::vector&lt;sint&gt; &amp;remap)
02572 {
02573         <font class="comment">// For each material, count usage.</font>
02574         vector&lt;bool&gt;    materialUsed;
02575         materialUsed.resize(CMeshBase::_Materials.<a class="code" href="cf__lexical_8cpp.html#a94">size</a>(), <font class="keyword">false</font>);
02576         <font class="keywordflow">for</font>(uint lod=0;lod&lt;<a class="code" href="classNL3D_1_1CMeshMRM.html#z601_2">getNbLod</a>();lod++)
02577         {
02578                 <font class="keywordflow">for</font>(uint rp=0;rp&lt;<a class="code" href="classNL3D_1_1CMeshMRM.html#z601_3">getNbRdrPass</a>(lod);rp++)
02579                 {
02580                         uint    matId= <a class="code" href="classNL3D_1_1CMeshMRM.html#z601_5">getRdrPassMaterial</a>(lod, rp);
02581                         <font class="comment">// flag as used.</font>
02582                         materialUsed[matId]= <font class="keyword">true</font>;
02583                 }
02584         }
02585 
02586         <font class="comment">// Apply it to meshBase</font>
02587         CMeshBase::applyMaterialUsageOptim(materialUsed, remap);
02588 
02589         <font class="comment">// Apply lut to meshGeom.</font>
02590         <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>.applyMaterialRemap(remap);
02591 }
02592 
02593 
02594 <font class="comment">// ***************************************************************************</font>
<a name="l02595"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#z600_0">02595</a> CTransformShape         *CMeshMRM::createInstance(CScene &amp;scene)
02596 {
02597         <font class="comment">// Create a CMeshMRMInstance, an instance of a mesh.</font>
02598         <font class="comment">//===============================================</font>
02599         CMeshMRMInstance                *mi= (CMeshMRMInstance*)scene.createModel(NL3D::MeshMRMInstanceId);
02600         mi-&gt;Shape= <font class="keyword">this</font>;
02601 
02602 
02603         <font class="comment">// instanciate the material part of the MeshMRM, ie the CMeshBase.</font>
02604         CMeshBase::instanciateMeshBase(mi, &amp;scene);
02605 
02606 
02607         <font class="comment">// do some instance init for MeshGeom</font>
02608         <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>.initInstance(mi);
02609 
02610         <font class="keywordflow">return</font> mi;
02611 }
02612 
02613 
02614 <font class="comment">// ***************************************************************************</font>
<a name="l02615"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#z600_1">02615</a> <font class="keywordtype">bool</font>    CMeshMRM::clip(<font class="keyword">const</font> std::vector&lt;CPlane&gt;        &amp;pyramid, <font class="keyword">const</font> CMatrix &amp;worldMatrix)
02616 {
02617         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>.clip(pyramid, worldMatrix);
02618 }
02619 
02620 
02621 <font class="comment">// ***************************************************************************</font>
<a name="l02622"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#z600_2">02622</a> <font class="keywordtype">void</font>    CMeshMRM::render(IDriver *drv, CTransformShape *trans, <font class="keywordtype">bool</font> passOpaque)
02623 {
02624         <font class="comment">// 0 or 0xFFFFFFFF</font>
02625         uint32  mask= (0-(uint32)passOpaque);
02626         uint32  rdrFlags;
02627         <font class="comment">// select rdrFlags, without ifs.</font>
02628         rdrFlags=       mask &amp; (IMeshGeom::RenderOpaqueMaterial | IMeshGeom::RenderPassOpaque);
02629         rdrFlags|=      ~mask &amp; (IMeshGeom::RenderTransparentMaterial);
02630         <font class="comment">// render the mesh</font>
02631         <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>.render(drv, trans, trans-&gt;getNumTrianglesAfterLoadBalancing(), rdrFlags, 1);
02632 }
02633 
02634 
02635 <font class="comment">// ***************************************************************************</font>
<a name="l02636"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#z600_4">02636</a> <font class="keywordtype">void</font>    CMeshMRM::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
02637 {
02638         <font class="comment">/*</font>
02639 <font class="comment">        Version 0:</font>
02640 <font class="comment">                - base version.</font>
02641 <font class="comment">        */</font>
02642         (void)f.serialVersion(0);
02643 
02644         <font class="comment">// serial Materials infos contained in CMeshBase.</font>
02645         CMeshBase::serialMeshBase(f);
02646 
02647 
02648         <font class="comment">// serial the geometry.</font>
02649         _MeshMRMGeom.serial(f);
02650 }
02651 
02652 
02653 <font class="comment">// ***************************************************************************</font>
<a name="l02654"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#z600_3">02654</a> <font class="keywordtype">float</font>   CMeshMRM::getNumTriangles (<font class="keywordtype">float</font> distance)
02655 {
02656         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>.getNumTriangles (distance);
02657 }
02658 
02659 
02660 <font class="comment">// ***************************************************************************</font>
<a name="l02661"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#z601_6">02661</a> <font class="keyword">const</font> CMeshMRMGeom&amp; CMeshMRM::getMeshGeom ()<font class="keyword"> const</font>
02662 <font class="keyword"></font>{
02663         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>;
02664 }
02665 
02666 
02667 <font class="comment">// ***************************************************************************</font>
<a name="l02668"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#a4">02668</a> <font class="keywordtype">void</font>    CMeshMRM::computeBonesId (CSkeletonModel *skeleton)
02669 {
02670         <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>.computeBonesId (skeleton);
02671 }
02672 
02673 <font class="comment">// ***************************************************************************</font>
<a name="l02674"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#a5">02674</a> <font class="keywordtype">void</font>    CMeshMRM::updateSkeletonUsage (CSkeletonModel *skeleton, <font class="keywordtype">bool</font> increment)
02675 {
02676         <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>.updateSkeletonUsage(skeleton, increment);
02677 }
02678 
02679 <font class="comment">// ***************************************************************************</font>
<a name="l02680"></a><a class="code" href="classNL3D_1_1CMeshMRM.html#a6">02680</a> <font class="keywordtype">void</font>    CMeshMRM::changeMRMDistanceSetup(<font class="keywordtype">float</font> distanceFinest, <font class="keywordtype">float</font> distanceMiddle, <font class="keywordtype">float</font> distanceCoarsest)
02681 {
02682         <a class="code" href="classNL3D_1_1CMeshMRM.html#o0">_MeshMRMGeom</a>.changeMRMDistanceSetup(distanceFinest, distanceMiddle, distanceCoarsest);
02683 }
02684 
02685 <font class="comment">// ***************************************************************************</font>
02686 <font class="comment">// ***************************************************************************</font>
02687 <font class="comment">// CMeshMRMGeom RawSkin optimisation</font>
02688 <font class="comment">// ***************************************************************************</font>
02689 <font class="comment">// ***************************************************************************</font>
02690 
02691 
02692 <font class="comment">// ***************************************************************************</font>
<a name="l02693"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_4">02693</a> <font class="keywordtype">void</font>            CMeshMRMGeom::dirtMeshDataId()
02694 {
02695         <font class="comment">// see updateRawSkinNormal()</font>
02696         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_13">_MeshDataId</a>++;
02697 }
02698 
02699 
02700 <font class="comment">// ***************************************************************************</font>
<a name="l02701"></a><a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_3">02701</a> <font class="keywordtype">void</font>            CMeshMRMGeom::updateRawSkinNormal(<font class="keywordtype">bool</font> enabled, CMeshMRMInstance *mi, sint curLodId)
02702 {
02703         <font class="keywordflow">if</font>(!enabled)
02704         {
02705                 <font class="comment">// if the instance cache is not cleared, must clear.</font>
02706                 <font class="keywordflow">if</font>(mi-&gt;_RawSkinCache)
02707                         mi-&gt;clearRawSkinCache();
02708         }
02709         <font class="keywordflow">else</font>
02710         {
02711                 <font class="comment">// If the instance has no RawSkin, or has a too old RawSkin cache, must delete it, and recreate</font>
02712                 <font class="keywordflow">if</font>( !mi-&gt;_RawSkinCache || mi-&gt;_RawSkinCache-&gt;MeshDataId!=<a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_13">_MeshDataId</a>)
02713                 {
02714                         <font class="comment">// first delete if too old.</font>
02715                         <font class="keywordflow">if</font>(mi-&gt;_RawSkinCache)
02716                                 mi-&gt;clearRawSkinCache();
02717                         <font class="comment">// Then recreate, and use _MeshDataId to verify that the instance works with same data.</font>
02718                         mi-&gt;_RawSkinCache= <font class="keyword">new</font> CRawSkinNormalCache;
02719                         mi-&gt;_RawSkinCache-&gt;MeshDataId= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z598_13">_MeshDataId</a>;
02720                         mi-&gt;_RawSkinCache-&gt;LodId= -1;
02721                 }
02722 
02723 
02724                 <font class="comment">/* If the instance rawSkin has a different Lod (or if -1), then must recreate it.</font>
02725 <font class="comment">                        NB: The lod may change each frame per instance, but suppose not so many change, so we can cache those data.</font>
02726 <font class="comment">                */</font>
02727                 <font class="keywordflow">if</font>( mi-&gt;_RawSkinCache-&gt;LodId != curLodId )
02728                 {
02729                         <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_CMeshMRMGeom_updateRawSkinNormal );
02730 
02731                         CRawSkinNormalCache     &amp;skinLod= *mi-&gt;_RawSkinCache;
02732                         <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#z595_0">CLod</a>                            &amp;lod= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o14">_Lods</a>[curLodId];
02733                         uint                            i;
02734 
02735                         <font class="comment">// Clear the raw skin mesh.</font>
02736                         skinLod.clearArrays();
02737 
02738                         <font class="comment">// Cache this lod</font>
02739                         mi-&gt;_RawSkinCache-&gt;LodId= curLodId;
02740 
02741                         <font class="comment">// For each matrix influence.</font>
02742                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="mesh_8h.html#a0">NL3D_MESH_SKINNING_MAX_MATRIX</a>==4);
02743 
02744                         <font class="comment">// Resize the dest array.</font>
02745                         skinLod.Vertices1.resize(lod.InfluencedVertices[0].size());
02746                         skinLod.Vertices2.resize(lod.InfluencedVertices[1].size());
02747                         skinLod.Vertices3.resize(lod.InfluencedVertices[2].size());
02748                         skinLod.Vertices4.resize(lod.InfluencedVertices[3].size());
02749 
02750                         <font class="comment">// 1 Matrix skinning.</font>
02751                         <font class="comment">//========</font>
02752                         <font class="keywordflow">for</font>(i=0;i&lt;skinLod.Vertices1.size();i++)
02753                         {
02754                                 <font class="comment">// get the dest vertex.</font>
02755                                 uint    vid= lod.InfluencedVertices[0][i];
02756                                 <font class="comment">// fill raw struct</font>
02757                                 skinLod.Vertices1[i].MatrixId[0]= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vid].MatrixId[0];
02758                                 skinLod.Vertices1[i].Vertex= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[vid];
02759                                 skinLod.Vertices1[i].Normal= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>[vid];
02760                                 skinLod.Vertices1[i].VertexId= vid;
02761                         }
02762 
02763                         <font class="comment">// 2 Matrix skinning.</font>
02764                         <font class="comment">//========</font>
02765                         <font class="keywordflow">for</font>(i=0;i&lt;skinLod.Vertices2.size();i++)
02766                         {
02767                                 <font class="comment">// get the dest vertex.</font>
02768                                 uint    vid= lod.InfluencedVertices[1][i];
02769                                 <font class="comment">// fill raw struct</font>
02770                                 skinLod.Vertices2[i].MatrixId[0]= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vid].MatrixId[0];
02771                                 skinLod.Vertices2[i].MatrixId[1]= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vid].MatrixId[1];
02772                                 skinLod.Vertices2[i].Weights[0]= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vid].Weights[0];
02773                                 skinLod.Vertices2[i].Weights[1]= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vid].Weights[1];
02774                                 skinLod.Vertices2[i].Vertex= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[vid];
02775                                 skinLod.Vertices2[i].Normal= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>[vid];
02776                                 skinLod.Vertices2[i].VertexId= vid;
02777                         }
02778 
02779                         <font class="comment">// 3 Matrix skinning.</font>
02780                         <font class="comment">//========</font>
02781                         <font class="keywordflow">for</font>(i=0;i&lt;skinLod.Vertices3.size();i++)
02782                         {
02783                                 <font class="comment">// get the dest vertex.</font>
02784                                 uint    vid= lod.InfluencedVertices[2][i];
02785                                 <font class="comment">// fill raw struct</font>
02786                                 skinLod.Vertices3[i].SkinWeight= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vid];
02787                                 skinLod.Vertices3[i].Vertex= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[vid];
02788                                 skinLod.Vertices3[i].Normal= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>[vid];
02789                                 skinLod.Vertices3[i].VertexId= vid;
02790                         }
02791 
02792                         <font class="comment">// 4 Matrix skinning.</font>
02793                         <font class="comment">//========</font>
02794                         <font class="keywordflow">for</font>(i=0;i&lt;skinLod.Vertices4.size();i++)
02795                         {
02796                                 <font class="comment">// get the dest vertex.</font>
02797                                 uint    vid= lod.InfluencedVertices[3][i];
02798                                 <font class="comment">// fill raw struct</font>
02799                                 skinLod.Vertices4[i].SkinWeight= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o6">_SkinWeights</a>[vid];
02800                                 skinLod.Vertices4[i].Vertex= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o1">_OriginalSkinVertices</a>[vid];
02801                                 skinLod.Vertices4[i].Normal= <a class="code" href="classNL3D_1_1CMeshMRMGeom.html#o2">_OriginalSkinNormals</a>[vid];
02802                                 skinLod.Vertices4[i].VertexId= vid;
02803                         }
02804 
02805                 }
02806         }
02807 }
02808 
02809 
02810 } <font class="comment">// NL3D</font>
02811 
</pre></div>

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