// Special transform to make the mesh seem fat or skinny. May be used for zombie deaths void TransformScaledVerts(DrawVert *verts, JointMat *joints, float scale) { var scaledWeights = stackalloc Vector4[numWeights + Vector4.ALLOC16]; scaledWeights = _alloca16(scaledWeights); Simd.Mul(&scaledWeights[0].x, scale, &scaledWeights[0].x, numWeights * 4); fixed(int *weightIndexI = weightIndex) Simd.TransformVerts(verts, texCoords.Length, joints, scaledWeights, weightIndexI, numWeights); }
void TransformVerts(DrawVert *verts, JointMat *joints) { fixed(Vector4 *scaledWeightsV = scaledWeights) fixed(int *weightIndexI = weightIndex) Simd.TransformVerts(verts, texCoords.Length, joints, scaledWeightsV, weightIndexI, numWeights); }