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// open horizon --
#pragma once
#include "render/skeleton.h"
#include <vector>
#include <stddef.h>
namespace renderer
struct mesh_ndxr
struct vert
nya_math::vec3 pos;
nya_math::vec2 tc;
float param_tc;
uint8_t color[4];
uint16_t normal[4]; //half float
uint16_t tangent[4];
uint16_t bitangent[4];
float bones[4];
float weights[4];
nya_math::vec3 get_normal() const;
std::vector<vert> verts;
std::vector<unsigned short> indices2b;
std::vector<unsigned int> indices4b;
struct render_group
bool blend = false;
bool illum = false;
bool alpha_clip = false;
int param_idx = 0;
unsigned int offset = 0, count = 0;
std::vector<unsigned int> textures;
struct group
std::string name;
std::vector<render_group> rgroups;
std::vector<group> groups;
nya_math::vec3 m_bbox_origin;
float m_bbox_size;
bool load(const void *data, size_t size, const nya_render::skeleton &skeleton, bool endianness);
void reduce_groups();
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