public bool TempSkelAnimBuffersBound( bool requestNormals )
{
// Do we still have temp buffers for software skeleton animation bound?
if ( this.skelAnimVertexData != null )
{
if ( !this.tempSkelAnimInfo.BuffersCheckedOut( true, requestNormals ) )
{
return false;
}
}
foreach ( SubEntity subEntity in this.subEntityList )
{
if ( subEntity.IsVisible && subEntity.skelAnimVertexData != null )
{
if ( !subEntity.TempSkelAnimInfo.BuffersCheckedOut( true, requestNormals ) )
{
return false;
}
}
}
return true;
}