+// all md3 ints, floats, and shorts, are little endian, and thus need to be
+// passed through LittleLong/LittleFloat/LittleShort to avoid breaking on
+// bigendian machines (Macs for example)
+#define MD3VERSION 15
+#define MD3NAME 64
+#define MD3FRAMENAME 16
+
+// the origin is at 1/64th scale
+// the pitch and yaw are encoded as 8 bits each
+typedef struct md3vertex_s
+{
+ short origin[3], normalpitchyaw;
+}
+md3vertex_t;
+
+// one per frame
+typedef struct md3frameinfo_s
+{
+ float mins[3];
+ float maxs[3];
+ float origin[3];
+ float radius;
+ char name[MD3FRAMENAME];
+}
+md3frameinfo_t;
+
+// one per tag per frame
+typedef struct md3tag_s
+{
+ char name[MD3NAME];
+ float origin[3];
+ float rotationmatrix[9];
+}
+md3tag_t;
+
+// one per shader per mesh
+typedef struct md3shader_s
+{
+ char name[MD3NAME];
+ // engine field (yes this empty int does exist in the file)
+ int shadernum;
+}
+md3shader_t;
+
+// one per mesh per model
+//
+// note that the lump_ offsets in this struct are relative to the beginning
+// of the mesh struct
+//
+// to find the next mesh in the file, you must go to lump_end, which puts you
+// at the beginning of the next mesh
+typedef struct md3mesh_s
+{
+ char identifier[4]; // "IDP3"
+ char name[MD3NAME];
+ int flags;
+ int num_frames;
+ int num_shaders;
+ int num_vertices;
+ int num_triangles;
+ int lump_elements;
+ int lump_shaders;
+ int lump_texcoords;
+ int lump_framevertices;
+ int lump_end;
+}
+md3mesh_t;
+
+// this struct is at the beginning of the md3 file
+//
+// note that the lump_ offsets in this struct are relative to the beginning
+// of the header struct (which is the beginning of the file)
+typedef struct md3modelheader_s
+{
+ char identifier[4]; // "IDP3"
+ int version; // 15
+ char name[MD3NAME];
+ int flags;
+ int num_frames;
+ int num_tags;
+ int num_meshes;
+ int num_skins;
+ int lump_frameinfo;
+ int lump_tags;
+ int lump_meshes;
+ int lump_end;
+}
+md3modelheader_t;
+
+// LordHavoc: all quake series 'alias' models (mdl, md2, md3) are converted to this vertex format
+typedef struct aliasvertex_s
+{
+ // location
+ float origin[3];
+ // surface normal
+ float normal[3];
+ // S texture vector
+ float svector[3];
+}
+aliasvertex_t;
+
+// this layer is fog (completely specialized behavior)
+#define ALIASLAYER_FOG 1
+// alpha blending
+#define ALIASLAYER_ALPHA 2
+// additive blending
+#define ALIASLAYER_ADD 4
+// apply diffuse lighting
+#define ALIASLAYER_DIFFUSE 8
+// apply specular lighting
+#define ALIASLAYER_SPECULAR 16
+// tint with pants color
+#define ALIASLAYER_COLORMAP_PANTS 32
+// tint with shirt color
+#define ALIASLAYER_COLORMAP_SHIRT 64
+// don't draw this layer if colormap is not used
+#define ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED 128
+// don't draw this layer if colormap is used
+#define ALIASLAYER_NODRAW_IF_COLORMAPPED 256
+// draw this layer for realtime lighting passes, otherwise don't
+#define ALIASLAYER_DRAW_PER_LIGHT 512
+
+typedef struct aliaslayer_s
+{
+ int flags;
+ rtexture_t *texture;
+ rtexture_t *nmap;
+}
+aliaslayer_t;
+
+// indicates this skin is transparent
+#define ALIASSKIN_TRANSPARENT 1
+
+typedef struct aliasskin_s
+{
+ int flags;
+ int num_layers;
+ aliaslayer_t *data_layers;
+}
+aliasskin_t;
+
+typedef struct aliasmesh_s
+{
+ int num_skins;
+ int num_triangles;
+ int num_frames;
+ int num_vertices;
+ aliasskin_t *data_skins;
+ int *data_elements;
+ int *data_neighbors;
+ float *data_texcoords;
+ aliasvertex_t *data_vertices;
+}
+aliasmesh_t;
+