//public void SkeletalMeshNode::SetBufferCollection(BufferCollection& bc) { assert(bc.size()); m_defaultBuffers = &bc; m_jointList = bc[0]->GetJoints().get(); //copy mesh data to animatable buffer m_animatedBuffers.clear(); for (auto& b : bc) { BufferPtr mb = std::make_shared<MeshBuffer>(); mb->SetVertices(b->GetVertices()); mb->GetFaces() = b->GetFaces(); mb->GetNormals() = b->GetNormals(); mb->SetJoints(b->GetJoints()); mb->GetWeights() = b->GetWeights(); mb->Allocate(false); m_animatedBuffers.push_back(mb); } m_SetBufferCollection(&m_animatedBuffers); m_CreateBindPose(); }