+ float *data_texcoord2f;
+
+ // morph blending, these are zero if model is skeletal
+ 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;