// ambient color
// bent-normal light color
// bent-normal light dir
+
+ if (loadmodel->texturepool == NULL)
+ loadmodel->texturepool = R_AllocTexturePool();
+
texturesize[0] = loadmodel->brushq3.num_lightgrid_isize[0];
texturesize[1] = loadmodel->brushq3.num_lightgrid_isize[1];
texturesize[2] = (loadmodel->brushq3.num_lightgrid_isize[2] + 2) * 3;