texture_t *texture;
// the lightmap texture fragment to use on the rendering mesh
rtexture_t *lightmaptexture;
+ // if lightmap settings changed, this forces update
+ int cached_dlight; // q1bsp
// mesh for rendering
surfmesh_t mesh;
// index into model->brush.shadowmesh
int lightmaptexturestride; // q1bsp
int texturemins[2]; // q1bsp
int extents[2]; // q1bsp
- // if lightmap settings changed, this forces update
- int cached_dlight; // q1bsp
struct q3deffect_s *effect; // q3bsp
// FIXME: collisionmarkframe should be kept in a separate array