return;
}
- poly = Hunk_Alloc (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float));
+ poly = Hunk_AllocName (sizeof(glpoly_t) + (numverts-4) * VERTEXSIZE*sizeof(float), "surfaces");
poly->next = warpface->polys;
warpface->polys = poly;
poly->numverts = numverts;