Gems/EMotionFX/Code/EMotionFX/Source/Actor.cpp
void Actor::SetNumLODLevels(size_t numLODs, bool adjustMorphSetup)
    {
        m_meshLodData.m_lodLevels.resize(numLODs);

        // reserve space for the materials
        m_materials.resize(numLODs);

        if (adjustMorphSetup)
        {
            m_morphSetups.resize(numLODs);
            AZStd::fill(begin(m_morphSetups), AZStd::next(begin(m_morphSetups), numLODs), nullptr);
        }
    }
// preallocate memory for all LOD levels
preallocate memory for all LOD levels
preallocate memory for all LOD levels
void Actor::SetNumLODLevels(size_t numLODs, bool adjustMorphSetup)
    {
        m_meshLodData.m_lodLevels.resize(numLODs);
        m_materials.resize(numLODs);
        if (adjustMorphSetup)
        {
            m_morphSetups.resize(numLODs);
            AZStd::fill(begin(m_morphSetups), AZStd::next(begin(m_morphSetups), numLODs), nullptr);
        }
    }
void Actor :: SetNumLODLevels ( size_t numLODs , bool adjustMorphSetup ) { m_meshLodData . m_lodLevels . resize ( numLODs ) ; m_materials . resize ( numLODs ) ; if ( adjustMorphSetup ) { m_morphSetups . resize ( numLODs ) ; AZStd :: fill ( begin ( m_morphSetups ) , AZStd :: next ( begin ( m_morphSetups ) , numLODs ) , nullptr ) ; } }
preallocate memory for all LOD levels
preallocate memory for all LOD levels
// reserve space for the materials