optimization: don't make a temp copy of vertices if the model has no bones
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@@ -45,14 +45,16 @@ typedef enum {
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} msFlag;
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/* msVertex */
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/*
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typedef struct msVertex
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{
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// byte nFlags; // we don't care about saving this flag
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RageVector3 Vertex;
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RageVector2 uv;
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RageVector3 Normal;
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RageVector2 uv;
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char nBoneIndex;
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} msVertex;
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*/
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/* msTriangle */
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typedef struct
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@@ -71,7 +73,8 @@ typedef struct msMesh
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char szName[MS_MAX_NAME];
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char nMaterialIndex;
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vector<msVertex> Vertices;
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vector<RageModelVertex> Vertices;
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// vector<msVertex> Vertices;
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// vector<msVec3> Normals; // each vertex holds its own normal
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