+ bone = (void *) (pheader->lump_bones.start + pbase);
+ for (i = 0;i < pheader->numbones;i++)
+ {
+ bone->flags = BigLong(bone->flags);
+ bone->parent = BigLong(bone->parent);
+ bone++;
+ }
+
+// zymlump_t lump_vertbonecounts; // int vertbonecounts[numvertices]; // how many bones influence each vertex (separate mainly to make this compress better)
+// zymlump_t lump_render; // int renderlist[rendersize]; // sorted by shader with run lengths (int shader, count), each run can be used with glDrawElements (each triangle is 3 int indices)