protected void WriteMeshBoneAssignment( BinaryWriter writer, VertexBoneAssignment vba )
{
long start_offset = writer.Seek( 0, SeekOrigin.Current );
WriteChunk( writer, MeshChunkID.MeshBoneAssignment, 0 );
WriteUInt( writer, (uint)vba.vertexIndex );
WriteUShort( writer, (ushort)vba.boneIndex );
WriteFloat( writer, vba.weight );
long end_offset = writer.Seek( 0, SeekOrigin.Current );
writer.Seek( (int)start_offset, SeekOrigin.Begin );
WriteChunk( writer, MeshChunkID.MeshBoneAssignment, (int)( end_offset - start_offset ) );
writer.Seek( (int)end_offset, SeekOrigin.Begin );
}