+#if 0
+ if( player->dev.device->pose )
+ {
+ player->dev.device->pose( player, &player->dev, pose, transform );
+
+ struct skeleton *sk = &player->playeravatar->sk;
+
+ skeleton_apply_pose( sk, pose, k_anim_apply_defer_ik );
+ skeleton_apply_ik_pass( sk );
+ skeleton_apply_pose( sk, pose, k_anim_apply_deffered_only );
+ skeleton_apply_inverses( sk );
+ skeleton_apply_transform( sk, transform );
+ skeleton_debug( sk );
+ }
+#endif
+
+ player->dev.device->post_animate( player, &player->dev );
+
+ /* TODO: eventually, blending code goes here */
+
+ float camera_blend_target = 1.0f;
+ if( player->camera_mode == k_camera_mode_firstperson )
+ camera_blend_target = 0.0f;
+
+ player->camera_type_blend = vg_lerpf( player->camera_type_blend,
+ camera_blend_target,
+ 5.0f * vg.frame_delta );
+
+ float t = player->camera_type_blend;
+ camera_lerp( &player->dev.cam_1st, &player->dev.cam_3rd, t, &player->cam );
+
+
+#if 0
+ v3_copy( player->dev.cam_1st.pos, player->cam.pos );
+ v3_copy( player->dev.cam_1st.angles, player->cam.angles );
+ player->cam.fov = player->dev.cam_1st.fov;
+#endif