int num_morphframes;
float *data_morphvertex3f;
+ // base frame (frame zero typically)
+ // since most models do not animate, caching the base frame helps
+ float *data_basevertex3f;
+ float *data_basesvector3f;
+ float *data_basetvector3f;
+ float *data_basenormal3f;
+
// skeletal blending, these are zero if model is morph
int num_vertexboneweights;
aliasvertexboneweight_t *data_vertexboneweights;
}
aliasbone_t;
+struct frameblend_s;
+void Mod_Alias_GetMesh_Vertex3f(const struct model_s *model, const struct frameblend_s *frameblend, const struct aliasmesh_s *mesh, float *out3f);
+
#endif