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typedef struct { float[] point = new float[3]; } Vector; typedef struct { int ident; //identifies as MD2 file "IDP2" int version; //should be equal to 8 int skinWidth; //width of the texture int skinHeight; //height of the texture int frameSize; //number of bytes per frame int numSkins; //number of textures int numXYZ; //number of vertices int numST; //number of texture coordinates int numTris; //number of triangles int numGLcmds; //number of OpenGL command types int numFrames; //total number of frames; int offsetSkins; //offset of skin names (64 bytes each) int offsetST; //offset of texture coordinate pairs int offsetTris; //offset of triangle mesh int offsetFrames; //offset of frame data (points) int offsetGLcmds; //offset of type of OpenGL cmds to use int offsetEnd; //end of file; } ModelHeader; typedef struct { unsigned char v[3]; //point info unsigned char normalIndex; // normal index } FramePoint; typedef struct { float scale[3]; //scaling for frame vertices float translate[3]; //translation for frame vertices char name[16]; //name of model; FramePoint fp[1]; //beginning of frame vertex list; } Frame;