+ mdl_array *arr_vertices = mdl_find_array( mdl, "mdl_vert" );
+ mdl_array *arr_indices = mdl_find_array( mdl, "mdl_indice" );
+
+ if( arr_vertices && arr_indices ){
+ u32 size_verts = vg_align8(mdl_query_array_size( arr_vertices )),
+ size_indices = vg_align8(mdl_query_array_size( arr_indices )),
+ size_hdr = vg_align8(sizeof(struct payload_glmesh_load)),
+ total = size_hdr + size_verts + size_indices;
+
+ vg_async_item *call = vg_async_alloc( total );
+ struct payload_glmesh_load *job = call->payload;
+
+ u8 *payload = call->payload;
+
+ job->mesh = mesh;
+ job->verts = (void*)(payload + size_hdr);
+ job->indices = (void*)(payload + size_hdr + size_verts);
+ job->vertex_count = arr_vertices->item_count;
+ job->indice_count = arr_indices->item_count;
+
+ mdl_load_array_file_buffer( mdl, arr_vertices, job->verts );
+ mdl_load_array_file_buffer( mdl, arr_indices, job->indices );
+
+ /*
+ * Unpack the indices (if there are meshes)
+ * ---------------------------------------------------------
+ */
+
+ if( mdl_arrcount( &mdl->submeshs ) ){
+ mdl_submesh *sm = mdl_arritm( &mdl->submeshs, 0 );
+ u32 offset = sm->vertex_count;
+
+ for( u32 i=1; i<mdl_arrcount( &mdl->submeshs ); i++ ){
+ mdl_submesh *sm = mdl_arritm( &mdl->submeshs, i );
+ u32 *indices = job->indices + sm->indice_start;
+
+ for( u32 j=0; j<sm->indice_count; j++ )
+ indices[j] += offset;
+
+ offset += sm->vertex_count;
+ }