gl_textureless does a
glMultiTexCoord2f (GL_TEXTURE0_ARB, 0, 0);
glMultiTexCoord2f (GL_LIGHTMAP_TEXTURE, v[5], v[6]);
even this would suffice by making a tiny wallpaper pattern
glMultiTexCoord2f (GL_TEXTURE0_ARB, v[3]*20,v[4]*20);
glMultiTexCoord2f (GL_LIGHTMAP_TEXTURE, v[5], v[6]);
which, draws the correct color of texture0 combined with the accurate lightmap. Unlike, QW which allowed for neon user defined wall colors, overbrighting the lightmap. A blue player will stand out more in front of a white wall than a blue/grey brick. Originally i added flat textures for speed, and on the fly picmipping, yet now a days its not an issue. But more like gl_picmip 10. Which was available in PQ3.50 but is no longer supported. So, to keep up with the balance i've removed it from Qrack 2.010