// (in other words, the model has been animated in software)
qboolean forcecurrenttextureupdate; // set for RSurf_ActiveCustomEntity to force R_GetCurrentTexture to recalculate the texture parameters (such as entity alpha)
qboolean modelgeneratedvertex;
+ // skeletal animation can be done by entity (animcache) or per batch,
+ // batch may be non-skeletal even if entity is skeletal, indicating that
+ // the dynamicvertex code path had to apply skeletal manually for a case
+ // where gpu-skinning is not possible, for this reason batch has its own
+ // variables
int entityskeletalnumtransforms; // how many transforms are used for this mesh
float *entityskeletaltransform3x4; // use gpu-skinning shader on this mesh
float *modelvertex3f;
unsigned short *batchelement3s;
const r_meshbuffer_t *batchelement3s_indexbuffer;
size_t batchelement3s_bufferoffset;
+ int batchskeletalnumtransforms;
+ float *batchskeletaltransform3x4;
// rendering pass processing arrays in GL11 and GL13 paths
float *passcolor4f;
const r_meshbuffer_t *passcolor4f_vertexbuffer;