float *data_texcoorddetail2f; // float[verts*2] texcoords for detail texture
float *data_lightmapcolor4f;
int *data_lightmapoffsets; // index into surface's lightmap samples for vertex lighting
- // if a model these will be a skin list to choose from
- int num_skins;
- struct texture_s *data_skins;
// morph blending, these are zero if model is skeletal or static
int num_morphframes;
float *data_morphvertex3f;