void ComputeEdgeCostAtVertex( uint vertIndex )
{
// Call computer for each buffer on this vertex
float worstCost = -0.01f;
foreach ( PMWorkingData data in workingDataList )
{
worstCost = Utility.Max( worstCost,
ComputeEdgeCostAtVertexForBuffer( data, vertIndex ) );
}
this.worstCosts[ (int)vertIndex ] = worstCost;
}
/// Internal method to compute edge collapse costs for all buffers /