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//! A mesh buffer able to choose between S3DVertex2TCoords, S3DVertex and S3DVertexTangents at runtime
struct SSkinMeshBuffer : public IMeshBuffer
{
..
//! append the vertices and indices to the current buffer
virtual void append(const void* const vertices, u32 numVertices, const u16* const indices, u32 numIndices) {}
//! append the meshbuffer to the current buffer
virtual void append(const IMeshBuffer* const other) {}
...
};
The objects that derive from the ISkinnedMesh interface can only be used with the ISceneManager::createSkinnedMesh(), which returns a CSkinnedMesh object, This class doesn't have its include file exposed in the API, so, this is the only way. Then, this interface has a method to add new meshbuffers within it, which in turn, are SSkinMeshBuffer structs. And when the methods append(...) are called, their code is empty, and nothing happens, making for instance, dificulting the creation of new skinned mesh loaders when this structure seems that was meant to give more ease to this task.