Currently, when there's another frame rendered than frame 0 of a md3, the code falls back to the dynamic vbo/ibo path. This doesn't use mikkts, which results in weird normals popping on looping vertex animations.
[ ] Add frames data to static vbo
[ ] Make sure tangent space is consitent (all mikkts)
[ ] Add frame vertex shift
[ ] Fix remaining issues with gpu vertex interpolation
Currently, when there's another frame rendered than frame 0 of a md3, the code falls back to the dynamic vbo/ibo path. This doesn't use mikkts, which results in weird normals popping on looping vertex animations.