| It looks to me that LoadB3D just figures out on its own that a mesh is animated, so why is there a LoadAnimMesh function? Is this just for historical reasons? 
 I also find kind of weird the extra stuff in LoadMesh, below where it gets the mesh from LoadAnimMesh.
 
 Local mesh:TMesh=TMesh(ent).CollapseAnimMesh()
		ent.FreeEntity()
		
		mesh.class:String="Mesh"
		
		mesh.AddParent(parent_ent:TEntity)
		mesh.EntityListAdd(entity_list)
		' update matrix
		If mesh.parent<>Null
			mesh.mat.Overwrite(mesh.parent.mat)
			mesh.UpdateMat()
		Else
			mesh.UpdateMat(True)
		EndIf
		
		Return meshDoes this have something magical to do with loading a still mesh that cannot happen with an animated mesh? Why does mesh.AddParent(parent_ent:TEntity) happen when that is already dealt with in the mesh loader? (Can we make things easier for the loader and just do it in LoadMesh?) 
 
 ent.FreeEntity()Wha? 
 Just a tad confused :)
 
 
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