ID3DXSkinInfo::UpdateSkinnedMesh method

Applies software skinning to the target vertices based on the current matrices.

Syntax

HRESULT UpdateSkinnedMesh(
  [in] const D3DXMATRIX *pBoneTransforms,
  [in] const D3DXMATRIX *pBoneInvTransposeTransforms,
  [in]       LPCVOID    pVerticesSrc,
  [in]       PVOID      pVerticesDst
);

Parameters

pBoneTransforms [in]

Type: const D3DXMATRIX*

Bone transform matrix.

pBoneInvTransposeTransforms [in]

Type: const D3DXMATRIX*

Inverse transpose of the bone transform matrix.

pVerticesSrc [in]

Type: LPCVOID

Pointer to the buffer containing the source vertices.

pVerticesDst [in]

Type: PVOID

Pointer to the buffer containing the destination vertices.

Return value

Type: HRESULT

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.

Remarks

When used to skin vertices with two position elements, this method skins the second position element with the inverse of the bone instead of the bone itself.

Requirements

Requirement Value
Header
D3DX9Mesh.h
Library
D3dx9.lib

See also

ID3DXSkinInfo