r_meshbuffer_t *animcache_vertex3fbuffer;
r_vertexmesh_t *animcache_vertexmesh;
r_meshbuffer_t *animcache_vertexmeshbuffer;
+ // gpu-skinning shader needs transforms in a certain format
+ // if this is not NULL, the other animcache variables are NULL
+ float *animcache_skeletaltransform3x4;
// current lighting from map (updated ONLY by client code, not renderer)
vec3_t modellight_ambient;