v3_normalize( normal_matrix[2] );
for( u32 i=0; i<sm->vertex_count; i++ ){
- mdl_vert *src = &src_verts[ i ];
- scene_vert *pvert = &dst_verts[ i ];
+ mdl_vert *src = &src_verts[i];
+ scene_vert *pvert = &dst_verts[i];
m4x3_mulv( transform, src->co, pvert->co );
indice_count = pscene->indice_count,
vertex_length = vertex_count * sizeof(scene_vert),
index_length = indice_count * sizeof(u32),
- tot_size = sizeof(scene) + vertex_length + index_length;
+ tot_size = vg_align8(sizeof(scene) + vertex_length + index_length);
/* copy down index data */
void *dst_indices = pscene->arrvertices + vertex_count;