Once I've got that working, I'll create a new version of my model format, one that can take skinned meshes, and I'll try to get that working. My idea is to support skinned and keyframed meshes just now, and I can see if there's any performance difference. Most likely I'll just support both.
I also really need to learn quaternions. I know a little about them; they represent a rotation about an axis, and I know that they're used in MD5 models. Other than that I'm just copy & pasting code to make them work, which is bad.
I'd also like to find out how the shader in the .md5mesh file relates to the materials, since the shaders referenced don't seem to exist. Then I can copy the same shaders as used by the MD5 models, and do things like normal mapping.