+void Skeletons::Load(const ShapeRegistry &shapes, TextureIndex &tex_index) {
+ LoadHeadless();
+ meshes.resize(4);
+ const Shape &shape = shapes.Get("player_head_block");
+ EntityMesh::Buffer buf;
+ std::vector<float> tex_map;
+ tex_map.push_back(tex_index.GetID("rock-1"));
+ tex_map.push_back(tex_index.GetID("rock-face"));
+ buf.Reserve(shape.VertexCount(), shape.IndexCount());
+ {
+ shape.Fill(buf, tex_map);
+ buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
+ buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 1.0f, 0.0f });
+ meshes[0].Update(buf);
+ skeletons[0]->RootPart().mesh = &meshes[0];
+ }
+ {
+ buf.Clear();
+ shape.Fill(buf, tex_map);
+ buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
+ buf.rgb_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
+ meshes[1].Update(buf);
+ skeletons[1]->RootPart().mesh = &meshes[1];
+ }
+ {
+ buf.Clear();
+ shape.Fill(buf, tex_map);
+ buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
+ buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.0f, 1.0f });
+ meshes[2].Update(buf);
+ skeletons[2]->RootPart().mesh = &meshes[2];
+ }
+ {
+ buf.Clear();
+ shape.Fill(buf, tex_map);
+ buf.hsl_mods.resize(shape.VertexCount(), { 0.0f, 1.0f, 1.0f });
+ buf.rgb_mods.resize(shape.VertexCount(), { 1.0f, 0.25f, 0.5f });
+ meshes[3].Update(buf);
+ skeletons[3]->RootPart().mesh = &meshes[3];
+ }