void Mod_Skeletal_AnimateVertices_SSE(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
	// vertex weighted skeletal
	int i, k;
	int blends;
	matrix4x4_t *bonepose;
	matrix4x4_t *boneposerelative;
	float m[12];
	const blendweights_t * RESTRICT weights;
	int num_vertices_minus_one;

	num_vertices_minus_one = model->surfmesh.num_vertices - 1;

	//unsigned long long ts = rdtsc();
	bonepose = (matrix4x4_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(matrix4x4_t) * (model->num_bones*2 + model->surfmesh.num_blends));
	boneposerelative = bonepose + model->num_bones;

	if (skeleton && !skeleton->relativetransforms)
		skeleton = NULL;

	// interpolate matrices
	if (skeleton)
	{
		for (i = 0;i < model->num_bones;i++)
		{
			const float * RESTRICT n = model->data_baseboneposeinverse + i * 12;
			matrix4x4_t * RESTRICT s = &skeleton->relativetransforms[i];
			matrix4x4_t * RESTRICT b = &bonepose[i];
			matrix4x4_t * RESTRICT r = &boneposerelative[i];
			__m128 b0, b1, b2, b3, r0, r1, r2, r3, nr;
#include "mod_skeletal_animatevertices_generic.h"

void Mod_Skeletal_AnimateVertices_Generic(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
{
	// vertex weighted skeletal
	int i, k;
	float *bonepose;
	float *boneposerelative;
	const blendweights_t * RESTRICT weights;

	//unsigned long long ts = rdtsc();
	bonepose = (float *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * (model->num_bones*2 + model->surfmesh.num_blends));
	boneposerelative = bonepose + model->num_bones * 12;

	Mod_Skeletal_BuildTransforms(model, frameblend, skeleton, bonepose, boneposerelative);

	// generate matrices for all blend combinations
	weights = model->surfmesh.data_blendweights;
	for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
	{
		float * RESTRICT b = boneposerelative + 12 * (model->num_bones + i);
		const float * RESTRICT m = boneposerelative + 12 * (unsigned int)weights->index[0];
		float f = weights->influence[0] * (1.0f / 255.0f);
		b[ 0] = f*m[ 0]; b[ 1] = f*m[ 1]; b[ 2] = f*m[ 2]; b[ 3] = f*m[ 3];
		b[ 4] = f*m[ 4]; b[ 5] = f*m[ 5]; b[ 6] = f*m[ 6]; b[ 7] = f*m[ 7];
		b[ 8] = f*m[ 8]; b[ 9] = f*m[ 9]; b[10] = f*m[10]; b[11] = f*m[11];
		for (k = 1;k < 4 && weights->influence[k];k++)
		{
			m = boneposerelative + 12 * (unsigned int)weights->index[k];
			f = weights->influence[k] * (1.0f / 255.0f);
			b[ 0] += f*m[ 0]; b[ 1] += f*m[ 1]; b[ 2] += f*m[ 2]; b[ 3] += f*m[ 3];