lightmaxs[2] = relativelightorigin[2] + lightradius;
R_Mesh_Matrix(&ent->matrix);
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+ R_UpdateTextureInfo(ent);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
surface = model->brushq1.surfaces + surfacelist[surfacelistindex];