   progressive skinned meshes... Is it possible?
  Hello. I've been rewriting my mesh class the whole afternoon long in order to implement the functionality of creating progressive skinned meshes, using software skinning.Still I have some unresolved issues.For the D3DXGeneratePMesh function to succeed it's necessary to pass a mesh that  passed the D3DXValidMesh check; in other words a mesh optimized for simplificationThe problem is that if I optimize a skinned mesh and then I try to update it's skinning using the ID3DXSkinInfo->UpdateSkinnedMesh method I get unhandled exception from the method even if both source and destination meshes were cloned from the same optimized mesh...If I simply don't optimize the skinned mesh, everything works greatly.Now, how can I add progressive mesh ability to skinned meshes if it seems impossible to optimize them?Any ideas? Help would be very appreciated. Bye   
  After optimization you need to do the ID3DXSkinInfo::Remap, passing it the remapped vertex buffer returned by the optimize function, so it can update the other relavent stuff.   ;  That's a good idea. I tried it but I cant understand a thing: ID3DXMesh->Optimize, or D3DXWeldVertices (that I use), return an ID3DXBuffer as the vertices reorder buffer.ID3DXSkinInfo->Remap anyhow accept a DWORD* that is the reordered vertices array I suppose.So how do I fill the array from the buffer? I've tryed this way but I get unhandled exception from ID3DXSkinInfo->Remap ...    // ...Get the pVerMapBuff// Updates bone influence information to match vertices after they are reorderedDWORD vertexRemap[65535];ZeroMemory(&vertexRemap, sizeof(DWORD)*65535);CopyMemory (vertexRemap, pVerMapBuff->GetBufferPointer(), pVerMapBuff->GetBufferSize());int vertexCount = 0; int count = 1;while (count < 65535 && vertexCount == 0)if (vertexRemap[count] == 0xFFFFFFFF)vertexCount = count-1;elsecount++;if (pSkinInfo != NULL)  // Unhandled exception hereif(FAILED(hr = pSkinInfo->Remap(vertexCount, vertexRemap)))return hr;