protected internal void CompileBoneAssignments()
{
int maxBones = parent.RationalizeBoneAssignments( vertexData.vertexCount, boneAssignmentList );
// return if no bone assigments
if ( maxBones != 0 )
{
// FIXME: For now, to support hardware skinning with a single shader,
// we always want to have 4 bones. ([email protected])
// maxBones = 4;
parent.CompileBoneAssignments( boneAssignmentList, maxBones, vertexData );
}
boneAssignmentsOutOfDate = false;
}