public bool TempVertexAnimBuffersBound()
{
// Do we still have temp buffers for software vertex animation bound?
bool ret = true;
if ( this.mesh.SharedVertexData != null &&
this.mesh.SharedVertexDataAnimationType != VertexAnimationType.None )
{
ret = ret && this.tempVertexAnimInfo.BuffersCheckedOut( true, false );
}
foreach ( SubEntity subEntity in this.subEntityList )
{
if ( !subEntity.SubMesh.useSharedVertices &&
subEntity.SubMesh.VertexAnimationType != VertexAnimationType.None )
{
ret = ret && subEntity.TempVertexAnimInfo.BuffersCheckedOut( true, false );
}
}
return ret;
}