all tri's clockwise.

(0 if norm, 1 if portal)   [if portal, what portal linked to]   (curr portal)
(material index)  (texture index)
(num vertices) (num triangles)

for each point:
	x,y,z
	nx,ny,nz
	u,v

new:
-1
currcell  (0 if norm, 1 if portal)
(material index)  (texture index)
(num triangles) if negative is num of quads
	x,y,z
	u,v


if in enemy, ends with:
(1 if sublist else 0)
(1 if more in this list else 0)

data
0/1
sublist
0/1
next
void getTriNorm( float p0[3], float p1[3], float p2[3],float res[3]) {