+ shader_viewchar_use();
+ vg_tex2d_bind( tex, 0 );
+ shader_viewchar_uTexMain( 0 );
+ shader_viewchar_uPv( vg_pv );
+ glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
+ animtest.skele.bone_count,
+ 0,
+ (float *)animtest.skele.final_transforms );
+
+ mesh_bind( &animtest.mesh );
+ mesh_draw( &animtest.mesh );
+