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09/01/09 23:47:58
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// setup the material of the mesh subset - REMEMBER to use the original pre-skinning attribute id to get the correct material id
m_pd3dDevice->SetTexture( 0, pMeshContainer->ppTextures[pBoneComb[iAttrib].AttribId] );

// Set CurNumBones to select the correct vertex shader for the number of bones
m_pEffect->SetInt( "CurNumBones", pMeshContainer->NumInfl -1);

// Start the effect now all parameters have been updated
UINT numPasses;
hr = m_pEffect->Begin( &numPasses, D3DXFX_DONOTSAVESTATE );
for( UINT iPass = 0; iPass < numPasses; iPass++ )
{
hr = m_pEffect->BeginPass( iPass );
// draw the subset with the current world matrix palette and material state
pMeshContainer->MeshData.pMesh->DrawSubset( iAttrib );
}

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