//
// draw texture
//
- poly = Hunk_Alloc (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float));
+ poly = Hunk_AllocName (sizeof(glpoly_t) + (lnumverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
poly->next = fa->polys;
poly->flags = fa->flags;
fa->polys = poly;