cleanup
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@@ -21,7 +21,7 @@ struct msMesh
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// OPTIMIZATION: If all verts in a mesh are transformed by the same bone,
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// then send the transform to the graphics card for the whole mesh instead
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// of transforming each vertex on the CPU;
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char nBoneIndex; // -1 = no bone
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char m_iBoneIndex; // -1 = no bone
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vector<msTriangle> Triangles;
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};
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