+ texture_t *currenttexture; // updated (animated) during early surface processing each frame
+
+ // index into d_lightstylevalue array, 255 means not used (black)
+ qbyte styles[MAXLIGHTMAPS];
+ // RGB lighting data [numstyles][height][width][3]
+ qbyte *samples;
+ // stain to apply on lightmap (soot/dirt/blood/whatever)
+ qbyte *stainsamples;
+
+ // these fields are generated during model loading
+ // the lightmap texture fragment to use on the surface
+ rtexture_t *lightmaptexture;
+ // the stride when building lightmaps to comply with fragment update
+ int lightmaptexturestride;
+ // mesh for rendering
+ surfmesh_t *mesh;
+
+ // these are just 3D points defining the outline of the polygon,
+ // no texcoord info (that can be generated from these)
+ int poly_numverts;
+ float *poly_verts;
+
+ // these are regenerated every frame
+ // lighting info