qb_t noFog; /* ydnar: supress fogging */
qb_t clipModel; /* ydnar: solid model hack */
qb_t noVertexLight; /* ydnar: leave vertex color alone */
-
+ qb_t noDirty; /* jal: do not apply the dirty pass to this surface */
+
byte styleMarker; /* ydnar: light styles hack */
float vertexScale; /* vertex light scale */