1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml">
3	<head>
4		<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
5		<meta http-equiv="Content-Style-Type" content="text/css" />
6		<title>PrimitiveSetCtr</title>
7		<link rel="stylesheet" href="../css/mainpage.css" type="text/css" />
8	</head>
9	<body>
10		<h1>&lt;PrimitiveSetCtr&gt;</h1>
11		<h2>Description</h2>
12		<p>
13This tag is used to list primitives using an index array to vertex data. This tag also sets skinning deform mode. Children of this tag include a list of bones to be influended and an index array to vertex data.
14            </p>
15		<h2>Attributes</h2>
16		<table class="arguments">
17<thead><tr><td>Type</td><td>Attributes</td><td>Description</td></tr></thead><tr><td>PrimitiveSetSkinningModeCtr</td><th>SkinningMode</th><td>
18            Skinning Types
19            </td></tr></table>
20		<h2>PrimitiveSetSkinningModeCtr Enumerated Types</h2>
21		<table class="arguments">
22<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>None</th><td>No skinning.</td></tr><tr><th>RigidSkinning</th><td>Skinning where only one bone is assigned per vertex.</td></tr><tr><th>SmoothSkinning</th><td>Skinning where multiple bones can be assigned per vertex.</td></tr></table>
23
24<h2>Example Output</h2>
25
26<table>
27<tr>
28<td><pre>
29&lt;Shapes&gt;<br>
30    &lt;SeparateDataShapeCtr&gt;<br>
31        &lt;OrientedBoundingBox&gt;<br>
32            &lt;CenterPosition X=&quot;0&quot; Y=&quot;0&quot; Z=&quot;0&quot; /&gt;<br>
33            &lt;OrientationMatrix M00=&quot;1&quot; M01=&quot;0&quot; M02=&quot;0&quot; M10=&quot;0&quot; M11=&quot;0&quot; M12=&quot;1&quot; M20=&quot;0&quot; M21=&quot;1&quot; M22=&quot;0&quot; /&gt;<br>
34            &lt;Size X=&quot;16.651&quot; Y=&quot;16.0032&quot; Z=&quot;0&quot; /&gt;<br>
35        &lt;/OrientedBoundingBox&gt;<br>
36        &lt;PositionOffset X=&quot;0&quot; Y=&quot;0&quot; Z=&quot;0&quot; /&gt;<br>
37        &lt;PrimitiveSets&gt;<br>
38            <strong>&lt;PrimitiveSetCtr SkinningMode=&quot;None&quot;&gt;</strong><br>
39                &lt;BoneIndexTable&gt;0&lt;/BoneIndexTable&gt;<br>
40                &lt;Primitives&gt;<br>
41                    &lt;PrimitiveCtr&gt;<br>
42                        &lt;IndexStreams&gt;<br>
43                            &lt;UbyteIndexStreamCtr PrimitiveMode=&quot;Triangles&quot; Size=&quot;6&quot;&gt;0 1 2 1 3 2&lt;/UbyteIndexStreamCtr&gt;<br>
44                        &lt;/IndexStreams&gt;<br>
45                    &lt;/PrimitiveCtr&gt;<br>
46                &lt;/Primitives&gt;<br>
47            <strong>&lt;/PrimitiveSetCtr&gt;</strong><br>
48        &lt;/PrimitiveSets&gt;<br>
49        &lt;VertexAttributes&gt;<br>
50            &lt;Vector3VertexStreamCtr Usage=&quot;Position&quot; VertexSize=&quot;4&quot; Scale=&quot;1&quot; QuantizedMode=&quot;Float&quot;&gt;<br>
51            -8.32549 0 8.00161<br>
52            8.32549 0 8.00161<br>
53            -8.32549 0 -8.00161<br>
54            8.32549 0 -8.00161<br>
55            &lt;/Vector3VertexStreamCtr&gt;<br>
56            &lt;Vector3VertexAttributeCtr Usage=&quot;Normal&quot; Scale=&quot;1&quot;&gt;0 1 0&lt;/Vector3VertexAttributeCtr&gt;<br>
57            &lt;Vector2VertexStreamCtr Usage=&quot;TextureCoordinate0&quot; VertexSize=&quot;4&quot; Scale=&quot;1&quot; QuantizedMode=&quot;Float&quot;&gt;<br>
58            0 0<br>
59            1 0<br>
60            0 0.961097<br>
61            1 0.961097<br>
62            &lt;/Vector2VertexStreamCtr&gt;<br>
63        &lt;/VertexAttributes&gt;<br>
64    &lt;/SeparateDataShapeCtr&gt;<br>
65&lt;/Shapes&gt;<br>
66</pre></td>
67</tr></table>
68	<hr><p>CONFIDENTIAL</p></body>
69</html>