/**
 *
 * @param {number[]|Float32Array} destination
 * @param {number} destination_offset
 * @param {number[]|Float32Array} positions
 * @param {number} vertex_count
 * @param {number[]|Float32Array} skin_weights_array
 * @param {number[]|Uint32Array} skin_indices_array
 * @param {number[]|Float32Array} bone_matrices 4x3 transform matrices
 * @param {number[]|Float32Array} m4_bind
 * @param {number[]|Float32Array} m4_bind_inv
 * @param {number} [bones_per_vertex]
 */
export function mesh_apply_skeletal_vertex_skinning(destination: number[] | Float32Array, destination_offset: number, positions: number[] | Float32Array, vertex_count: number, skin_weights_array: number[] | Float32Array, skin_indices_array: number[] | Uint32Array, bone_matrices: number[] | Float32Array, m4_bind: number[] | Float32Array, m4_bind_inv: number[] | Float32Array, bones_per_vertex?: number): void;
//# sourceMappingURL=mesh_apply_skeletal_vertex_skinning.d.ts.map