At offsetGlCommands bytes into the file, there is the gl command list,
which is made up of a series of numGlCommands int's and float's,
organized into groups. Each group starts with an int. If it is positive,
it is followed by that many glCommandVertex_t structures, which form a triangle strip.
If it is negative, it is followed by -x glCommandVertex_t structures,
which fo rm a triangle fan. A 0 indicates the end of the list.
The list is an optimized way of issuing commands when rendering with OpenGl.
These two floats are used to map a vertex onto a skin. The horizontal axis position is given by s, and the vertical axis position is given by t. The range for s and for t is 0.0 to 1.0. Note that the ranges are different than in the textureCoordinate_t structure. They are stored as floats here because that's the way Quake2 passes them to OpenGl.
which is made up of a series of numGlCommands int's and float's,
organized into groups. Each group starts with an int. If it is positive,
it is followed by that many glCommandVertex_t structures, which form a triangle strip.
If it is negative, it is followed by -x glCommandVertex_t structures,
which fo rm a triangle fan. A 0 indicates the end of the list.
The list is an optimized way of issuing commands when rendering with OpenGl.
@author Johann Sorel