R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
}
// blend the vertex bone weights
- // special case for the extremely common wf[0] == 1 because it saves 12 adds and multiplies (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
+ // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
// special case for the first bone because it avoids the need to memset the arrays before filling
{
const float *v = model->surfmesh.data_vertex3f;