The following is a code snipper I have which is returning a Object reference not set to instance of object. Now I cant see why this would be the case.
Int32[] temp, temp2 = null;
GraphicsStream tempgs = null;
Mesh tmpMesh = container.MeshData.Mesh;
GraphicsStream tmpgs = container.GetAdjacencyStream();
if (tmpMesh == null)
return;
if (tmpgs == null)
return;
UM.BlendedMesh = container.SkinInformation.ConvertToBlendedMesh(
tmpMesh,
MeshFlags.Managed,
tmpgs,
out temp, out temp2, out tmpgs,
out UM.maxFaceInfluence,
out UM.boneCombination
);
The oddest thing is that if I replace that by a ConvertToIndexedBlendedMesh and put a random number in the PaletteSize parameter and leave the rest the same. It runs fine(The mesh looks wrong though )
Any ideas? Or how I would get the Indexed one to look right?
Thanks.
Int32[] temp, temp2 = null;
GraphicsStream tempgs = null;
Mesh tmpMesh = container.MeshData.Mesh;
GraphicsStream tmpgs = container.GetAdjacencyStream();
if (tmpMesh == null)
return;
if (tmpgs == null)
return;
UM.BlendedMesh = container.SkinInformation.ConvertToBlendedMesh(
tmpMesh,
MeshFlags.Managed,
tmpgs,
out temp, out temp2, out tmpgs,
out UM.maxFaceInfluence,
out UM.boneCombination
);
The oddest thing is that if I replace that by a ConvertToIndexedBlendedMesh and put a random number in the PaletteSize parameter and leave the rest the same. It runs fine(The mesh looks wrong though )
Any ideas? Or how I would get the Indexed one to look right?
Thanks.