- texCoord = &vertex[3];
- vertex[3] = w[0]*data[0][3] + w[1]*data[1][3] + w[2]*data[2][3] + w[3]*data[3][3];
- vertex[4] = w[0]*data[0][4] + w[1]*data[1][4] + w[2]*data[2][4] + w[3]*data[3][4];
+ if(data[2] && data[3]) {
+ vertex[3] = w[0]*data[0][3] + w[1]*data[1][3] + w[2]*data[2][3] + w[3]*data[3][3];
+ vertex[4] = w[0]*data[0][4] + w[1]*data[1][4] + w[2]*data[2][4] + w[3]*data[3][4];
+ } else {
+ vertex[3] = w[0]*data[0][3] + w[1]*data[1][3];
+ vertex[4] = w[0]*data[0][4] + w[1]*data[1][4];
+ }