int batchelements[BATCHSIZE*3];
texture_t *tex;
CHECKGLERROR
+ R_UpdateAllTextureInfo(ent);
culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
element3i = rsurface.modelelement3i;
// this is a double loop because non-visible surface skipping has to be