// reconstruct frame 0 matrices to allow reconstruction of the base mesh
// (converting from weight-blending skeletal animation to
// deformation-based skeletal animation)
- bonepose = Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+ bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
for (i = 0;i < loadmodel->num_bones;i++)
{
const float *m = loadmodel->data_poses + i * 12;
// reconstruct frame 0 matrices to allow reconstruction of the base mesh
// (converting from weight-blending skeletal animation to
// deformation-based skeletal animation)
- bonepose = Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+ bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
for (i = 0;i < loadmodel->num_bones;i++)
{
const float *m = loadmodel->data_poses + i * 12;