/// <summary>Vypocet a nastaveni world matic podle kosti</summary> private void DrawMeshContainer(AnimationMeshContainer mesh, AnimationFrame parent, int iAttrib) { BoneCombination[] bones = mesh.GetBones(); for (int iPaletteEntry = 0; iPaletteEntry < mesh.NumberPaletteEntries; ++iPaletteEntry) { int iMatrixIndex = bones[iAttrib].BoneId[iPaletteEntry]; if (iMatrixIndex != -1) { SetMatricesWorldByIndex(mesh.GetOffsetMatrices()[iMatrixIndex] * mesh.GetFrames()[iMatrixIndex]. CombinedTransformationMatrix, iPaletteEntry); } } }