OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.
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@@ -562,8 +562,6 @@ static qboolean R_LoadMD3(model_t * mod, int lod, void *buffer, int bufferSize,
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tri->indexes[2] = LittleLong(md3Tri->indexes[2]);
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}
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R_CalcSurfaceTriangleNeighbors(surf->numTriangles, surf->triangles);
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// swap all the XyzNormals
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surf->numVerts = md3Surf->numVerts;
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surf->verts = v = ri.Hunk_Alloc(sizeof(*v) * (md3Surf->numVerts * md3Surf->numFrames), h_low);
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