// if we encounter the textures out of order, the later ones won't mark the earlier ones in a sequence, so the earlier
for (i = 0, out = loadmodel->brushq1.texinfo;i < count;i++, out++)
{
// if we encounter the textures out of order, the later ones won't mark the earlier ones in a sequence, so the earlier
for (i = 0, out = loadmodel->brushq1.texinfo;i < count;i++, out++)
{