R_Mesh_VertexPointer(polys->data_vertex3f, 0, 0);
R_Mesh_ColorPointer(polys->data_color4f, 0, 0);
R_Mesh_TexCoordPointer(0, 2, polys->data_texcoord2f, 0, 0);
+ R_SetupGenericShader(true);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;)
{
int numtriangles = 0;