]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
renamed all net_wins.c functions to UDP instead of WINS, this allows use of net_bsd...
[xonotic/darkplaces.git] / gl_models.c
index 41c1bf5e0d93b1626e740789e0afe47941d609ac..13cc278dc910e1bbe41720a6b298f98f504c1354 100644 (file)
@@ -9,34 +9,63 @@ typedef struct
 } zymbonematrix;
 
 // LordHavoc: vertex arrays
-
-float *aliasvertcolorbuf;
-float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-float *aliasvert_svectors;
-float *aliasvert_tvectors;
-float *aliasvert_normals;
-
-float *aliasvertcolor2;
+int aliasvertmax = 0;
+void *aliasvertarrays = NULL;
+float *aliasvertcolor4fbuf = NULL;
+float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
+float *aliasvert_svector3f = NULL;
+float *aliasvert_tvector3f = NULL;
+float *aliasvert_normal3f = NULL;
+
+float *aliasvertcolor2_4f = NULL;
 int *aliasvertusage;
 zymbonematrix *zymbonepose;
 
 mempool_t *gl_models_mempool;
 
+#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
+
+void gl_models_allocarrays(int newmax)
+{
+       qbyte *data;
+       aliasvertmax = newmax;
+       if (aliasvertarrays != NULL)
+               Mem_Free(aliasvertarrays);
+       aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3]) + sizeof(int[3])));
+       data = aliasvertarrays;
+       aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
+       aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
+       aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+       aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+       aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+       aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
+}
+
+void gl_models_freearrays(void)
+{
+       aliasvertmax = 0;
+       if (aliasvertarrays != NULL)
+               Mem_Free(aliasvertarrays);
+       aliasvertarrays = NULL;
+       aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
+       aliasvertcolor2_4f = NULL;
+       aliasvert_svector3f = NULL;
+       aliasvert_tvector3f = NULL;
+       aliasvert_normal3f = NULL;
+       aliasvertusage = NULL;
+}
+
 void gl_models_start(void)
 {
        // allocate vertex processing arrays
        gl_models_mempool = Mem_AllocPool("GL_Models");
-       aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvert_svectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvert_tvectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvert_normals = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
        zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
-       aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
+       gl_models_allocarrays(4096);
 }
 
 void gl_models_shutdown(void)
 {
+       gl_models_freearrays();
        Mem_FreePool(&gl_models_mempool);
 }
 
@@ -49,148 +78,136 @@ void GL_Models_Init(void)
        R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
 }
 
-void R_Model_Alias_GetVerts(const entity_render_t *ent, float *vertices, float *normals, float *svectors, float *tvectors)
+void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, aliasmesh_t *mesh, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
 {
        int i, vertcount;
        float lerp1, lerp2, lerp3, lerp4;
        const aliasvertex_t *verts1, *verts2, *verts3, *verts4;
 
-       if (vertices == NULL)
-               Host_Error("R_Model_Alias_GetVerts: vertices == NULL.\n");
-       if (svectors != NULL && (tvectors == NULL || normals == NULL))
-               Host_Error("R_Model_Alias_GetVerts: svectors requires tvectors and normals.\n");
-       if (tvectors != NULL && (svectors == NULL || normals == NULL))
-               Host_Error("R_Model_Alias_GetVerts: tvectors requires svectors and normals.\n");
+       if (vertex3f == NULL)
+               Host_Error("R_Model_Alias_GetMesh_Vertex3f: vertices == NULL.\n");
+       if (svector3f != NULL && (tvector3f == NULL || normal3f == NULL))
+               Host_Error("R_Model_Alias_GetMesh_Vertex3f: svectors requires tvectors and normals.\n");
+       if (tvector3f != NULL && (svector3f == NULL || normal3f == NULL))
+               Host_Error("R_Model_Alias_GetMesh_Vertex3f: tvectors requires svectors and normals.\n");
 
-       vertcount = ent->model->numverts;
-       verts1 = ent->model->mdlmd2data_pose + ent->frameblend[0].frame * vertcount;
+       vertcount = mesh->num_vertices;
+       verts1 = mesh->data_aliasvertex + ent->frameblend[0].frame * vertcount;
        lerp1 = ent->frameblend[0].lerp;
        if (ent->frameblend[1].lerp)
        {
-               verts2 = ent->model->mdlmd2data_pose + ent->frameblend[1].frame * vertcount;
+               verts2 = mesh->data_aliasvertex + ent->frameblend[1].frame * vertcount;
                lerp2 = ent->frameblend[1].lerp;
                if (ent->frameblend[2].lerp)
                {
-                       verts3 = ent->model->mdlmd2data_pose + ent->frameblend[2].frame * vertcount;
+                       verts3 = mesh->data_aliasvertex + ent->frameblend[2].frame * vertcount;
                        lerp3 = ent->frameblend[2].lerp;
                        if (ent->frameblend[3].lerp)
                        {
-                               verts4 = ent->model->mdlmd2data_pose + ent->frameblend[3].frame * vertcount;
+                               verts4 = mesh->data_aliasvertex + ent->frameblend[3].frame * vertcount;
                                lerp4 = ent->frameblend[3].lerp;
                                // generate vertices
-                               if (svectors != NULL)
+                               if (svector3f != NULL)
                                {
-                                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++, verts4++)
+                                       for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++, verts4++)
                                        {
-                                               VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
-                                               VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
-                                               VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svectors);
-                                               CrossProduct(svectors, normals, tvectors);
+                                               VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
+                                               VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
+                                               VectorMAMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, lerp4, verts4->svector, svector3f);
+                                               CrossProduct(svector3f, normal3f, tvector3f);
                                        }
                                }
-                               else if (normals != NULL)
+                               else if (normal3f != NULL)
                                {
-                                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++, verts4++)
+                                       for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++, verts4++)
                                        {
-                                               VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
-                                               VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normals);
+                                               VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
+                                               VectorMAMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, lerp4, verts4->normal, normal3f);
                                        }
                                }
                                else
-                                       for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++, verts4++)
-                                               VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertices);
+                                       for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++, verts4++)
+                                               VectorMAMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, lerp4, verts4->origin, vertex3f);
                        }
                        else
                        {
                                // generate vertices
-                               if (svectors != NULL)
+                               if (svector3f != NULL)
                                {
-                                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++)
+                                       for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++, verts3++)
                                        {
-                                               VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
-                                               VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
-                                               VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svectors);
-                                               CrossProduct(svectors, normals, tvectors);
+                                               VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
+                                               VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
+                                               VectorMAMAM(lerp1, verts1->svector, lerp2, verts2->svector, lerp3, verts3->svector, svector3f);
+                                               CrossProduct(svector3f, normal3f, tvector3f);
                                        }
                                }
-                               else if (normals != NULL)
+                               else if (normal3f != NULL)
                                {
-                                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++)
+                                       for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++, verts3++)
                                        {
-                                               VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
-                                               VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normals);
+                                               VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
+                                               VectorMAMAM(lerp1, verts1->normal, lerp2, verts2->normal, lerp3, verts3->normal, normal3f);
                                        }
                                }
                                else
-                                       for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++)
-                                               VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertices);
+                                       for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++, verts3++)
+                                               VectorMAMAM(lerp1, verts1->origin, lerp2, verts2->origin, lerp3, verts3->origin, vertex3f);
                        }
                }
                else
                {
                        // generate vertices
-                       if (svectors != NULL)
+                       if (svector3f != NULL)
                        {
-                               for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++)
+                               for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++, verts2++)
                                {
-                                       VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
-                                       VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
-                                       VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svectors);
-                                       CrossProduct(svectors, normals, tvectors);
+                                       VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
+                                       VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
+                                       VectorMAM(lerp1, verts1->svector, lerp2, verts2->svector, svector3f);
+                                       CrossProduct(svector3f, normal3f, tvector3f);
                                }
                        }
-                       else if (normals != NULL)
+                       else if (normal3f != NULL)
                        {
-                               for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++)
+                               for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++, verts2++)
                                {
-                                       VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
-                                       VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normals);
+                                       VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
+                                       VectorMAM(lerp1, verts1->normal, lerp2, verts2->normal, normal3f);
                                }
                        }
                        else
-                               for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++)
-                                       VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertices);
+                               for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++, verts2++)
+                                       VectorMAM(lerp1, verts1->origin, lerp2, verts2->origin, vertex3f);
                }
        }
        else
        {
                // generate vertices
-               if (svectors != NULL)
+               if (svector3f != NULL)
                {
-                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++)
+                       for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3, verts1++)
                        {
-                               VectorM(lerp1, verts1->origin, vertices);
-                               VectorM(lerp1, verts1->normal, normals);
-                               VectorM(lerp1, verts1->svector, svectors);
-                               CrossProduct(svectors, normals, tvectors);
+                               VectorCopy(verts1->origin, vertex3f);
+                               VectorCopy(verts1->normal, normal3f);
+                               VectorCopy(verts1->svector, svector3f);
+                               CrossProduct(svector3f, normal3f, tvector3f);
                        }
                }
-               else if (normals != NULL)
+               else if (normal3f != NULL)
                {
-                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++)
+                       for (i = 0;i < vertcount;i++, vertex3f += 3, normal3f += 3, verts1++)
                        {
-                               VectorM(lerp1, verts1->origin, vertices);
-                               VectorM(lerp1, verts1->normal, normals);
+                               VectorCopy(verts1->origin, vertex3f);
+                               VectorCopy(verts1->normal, normal3f);
                        }
                }
                else
-                       for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
-                               VectorM(lerp1, verts1->origin, vertices);
+                       for (i = 0;i < vertcount;i++, vertex3f += 3, verts1++)
+                               VectorCopy(verts1->origin, vertex3f);
        }
 }
 
-skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
-{
-       model_t *model = ent->model;
-       int s = ent->skinnum;
-       if ((unsigned int)s >= (unsigned int)model->numskins)
-               s = 0;
-       if (model->skinscenes[s].framecount > 1)
-               return &model->skinframes[model->skinscenes[s].firstframe + (int) (cl.time * 10) % model->skinscenes[s].framecount];
-       else
-               return &model->skinframes[model->skinscenes[s].firstframe];
-}
-
 aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
 {
        model_t *model = ent->model;
@@ -201,8 +218,8 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes
                s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
        else
                s = model->skinscenes[s].firstframe;
-       if (s > mesh->num_skins)
-               return mesh->data_skins;
+       if (s >= mesh->num_skins)
+               s = 0;
        return mesh->data_skins + s;
 }
 
@@ -214,7 +231,7 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
        qbyte *bcolor;
        rmeshstate_t m;
        const entity_render_t *ent = calldata1;
-       aliasmesh_t *mesh = ent->model->mdlmd2data_meshes + calldata2;
+       aliasmesh_t *mesh = ent->model->aliasdata_meshes + calldata2;
        aliaslayer_t *layer;
        aliasskin_t *skin;
 
@@ -240,15 +257,13 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 
        memset(&m, 0, sizeof(m));
        skin = R_FetchAliasSkin(ent, mesh);
-       R_Mesh_ResizeCheck(mesh->num_vertices);
-       R_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, NULL, NULL);
-       memcpy(varray_texcoord[0], mesh->data_texcoords, mesh->num_vertices * sizeof(float[4]));
        for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
        {
                if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
                 || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
                 ||  (layer->flags & ALIASLAYER_DRAW_PER_LIGHT))
                        continue;
+               expandaliasvert(mesh->num_vertices);
                if (layer->flags & ALIASLAYER_FOG)
                {
                        m.blendfunc1 = GL_SRC_ALPHA;
@@ -259,7 +274,11 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                        R_Mesh_State(&m);
                        GL_Color(fogcolor[0] * fog * colorscale, fogcolor[1] * fog * colorscale, fogcolor[2] * fog * colorscale, ent->alpha);
                        c_alias_polys += mesh->num_triangles;
-                       R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+                       R_Mesh_GetSpace(mesh->num_vertices);
+                       R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
+                       if (layer->texture != NULL)
+                               R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
+                       R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
                        continue;
                }
                if ((layer->flags & ALIASLAYER_ADD) || ((layer->flags & ALIASLAYER_ALPHA) && (ent->effects & EF_ADDITIVE)))
@@ -312,12 +331,15 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
                        fullbright = true;
                if (ent->effects & EF_FULLBRIGHT)
                        fullbright = true;
+               c_alias_polys += mesh->num_triangles;
+               R_Mesh_GetSpace(mesh->num_vertices);
+               R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, aliasvert_normal3f, NULL, NULL);
+               R_Mesh_CopyTexCoord2f(0, mesh->data_texcoord2f, mesh->num_vertices);
                if (fullbright)
                        GL_Color(tint[0], tint[1], tint[2], ent->alpha);
                else
-                       R_LightModel(ent, mesh->num_vertices, varray_vertex, aliasvert_normals, varray_color, tint[0], tint[1], tint[2], false);
-               c_alias_polys += mesh->num_triangles;
-               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+                       R_LightModel(ent, mesh->num_vertices, varray_vertex3f, aliasvert_normal3f, varray_color4f, tint[0], tint[1], tint[2], false);
+               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
        }
 }
 
@@ -330,7 +352,7 @@ void R_Model_Alias_Draw(entity_render_t *ent)
 
        c_models++;
 
-       for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++, mesh++)
+       for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
        {
                if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
                        R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
@@ -381,21 +403,21 @@ void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
 
        dist = -1.0f / DotProduct(projection, planenormal);
        VectorScale(projection, dist, projection);
-       for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++)
+       for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++)
        {
                skin = R_FetchAliasSkin(ent, mesh);
                if (skin->flags & ALIASSKIN_TRANSPARENT)
                        continue;
-               R_Mesh_ResizeCheck(mesh->num_vertices);
-               R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
-               for (i = 0, v = varray_vertex;i < mesh->num_vertices;i++, v += 4)
+               R_Mesh_GetSpace(mesh->num_vertices);
+               R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
+               for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
                {
                        dist = DotProduct(v, planenormal) - planedist;
                        if (dist > 0)
                                VectorMA(v, dist, projection, v);
                }
                c_alias_polys += mesh->num_triangles;
-               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_elements);
+               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
        }
 }
 
@@ -411,22 +433,22 @@ void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor
        if (projectdistance > 0.1)
        {
                R_Mesh_Matrix(&ent->matrix);
-               for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++)
+               for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
                {
                        skin = R_FetchAliasSkin(ent, mesh);
                        if (skin->flags & ALIASSKIN_TRANSPARENT)
                                continue;
-                       R_Mesh_ResizeCheck(mesh->num_vertices * 2);
-                       R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
-                       R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, mesh->data_neighbors, relativelightorigin, lightradius, projectdistance);
+                       R_Mesh_GetSpace(mesh->num_vertices * 2);
+                       R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f, NULL, NULL, NULL);
+                       R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
                }
        }
 }
 
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
 {
        int c, meshnum, layernum;
-       float fog, ifog, lightcolor2[3];
+       float fog, ifog, lightcolor2[3], *vertices;
        vec3_t diff;
        qbyte *bcolor;
        aliasmesh_t *mesh;
@@ -456,13 +478,14 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        }
        ifog = 1 - fog;
 
-       for (meshnum = 0, mesh = ent->model->mdlmd2data_meshes;meshnum < ent->model->mdlmd2num_meshes;meshnum++, mesh++)
+       for (meshnum = 0, mesh = ent->model->aliasdata_meshes;meshnum < ent->model->aliasnum_meshes;meshnum++, mesh++)
        {
                skin = R_FetchAliasSkin(ent, mesh);
                if (skin->flags & ALIASSKIN_TRANSPARENT)
                        continue;
-               R_Mesh_ResizeCheck(mesh->num_vertices);
-               R_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
+               expandaliasvert(mesh->num_vertices);
+               vertices = R_Shadow_VertexBuffer(mesh->num_vertices);
+               R_Model_Alias_GetMesh_Vertex3f(ent, mesh, vertices, aliasvert_normal3f, aliasvert_svector3f, aliasvert_tvector3f);
                for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
                {
                        if (!(layer->flags & ALIASLAYER_DRAW_PER_LIGHT)
@@ -475,7 +498,7 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                        if (layer->flags & ALIASLAYER_SPECULAR)
                        {
                                c_alias_polys += mesh->num_triangles;
-                               R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, layer->texture, layer->nmap, NULL);
+                               R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
                        }
                        else if (layer->flags & ALIASLAYER_DIFFUSE)
                        {
@@ -504,62 +527,10 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                                        lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
                                }
                                c_alias_polys += mesh->num_triangles;
-                               R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_elements, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, mesh->data_texcoords, relativelightorigin, lightradius, lightcolor2, layer->texture, layer->nmap, NULL);
+                               R_Shadow_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertices, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
                        }
                }
        }
-/*
-       int c;
-       float lightcolor2[3];
-       qbyte *bcolor;
-       skinframe_t *skinframe;
-       R_Mesh_Matrix(&ent->matrix);
-       R_Mesh_ResizeCheck(ent->model->numverts);
-       R_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
-       skinframe = R_FetchSkinFrame(ent);
-
-       // note: to properly handle fog this should scale the lightcolor into lightcolor2 according to 1-fog scaling
-
-       R_Shadow_SpecularLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, NULL, NULL, NULL);
-
-       if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
-       {
-               R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, r_notexture, NULL, NULL);
-               return;
-       }
-
-       if (!skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt)))
-       {
-               // 128-224 are backwards ranges
-               // we only render non-fullbright ranges here
-               if (skinframe->pants && (ent->colormap & 0xF) < 0xE)
-               {
-                       c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
-                       bcolor = (qbyte *) (&palette_complete[c]);
-                       lightcolor2[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
-                       lightcolor2[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
-                       lightcolor2[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
-                       R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor2, skinframe->pants, skinframe->nmap, NULL);
-               }
-
-               // we only render non-fullbright ranges here
-               if (skinframe->shirt && (ent->colormap & 0xF0) < 0xE0)
-               {
-                       c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
-                       bcolor = (qbyte *) (&palette_complete[c]);
-                       lightcolor2[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
-                       lightcolor2[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
-                       lightcolor2[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
-                       R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor2, skinframe->shirt, skinframe->nmap, NULL);
-               }
-
-               if (skinframe->base)
-                       R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, skinframe->base, skinframe->nmap, NULL);
-       }
-       else
-               if (skinframe->merged)
-                       R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, skinframe->merged, skinframe->nmap, NULL);
-*/
 }
 
 int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
@@ -760,13 +731,13 @@ void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymver
        }
 }
 
-void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shadercount, int *renderlist)
+void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
 {
        int a, b, c, d;
        float *out, v1[3], v2[3], normal[3], s;
        int *u;
        // clear normals
-       memset(normals, 0, sizeof(float) * vertcount * 3);
+       memset(normal3f, 0, sizeof(float) * vertcount * 3);
        memset(aliasvertusage, 0, sizeof(int) * vertcount);
        // parse render list and accumulate surface normals
        while(shadercount--)
@@ -777,36 +748,36 @@ void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shader
                        a = renderlist[0]*4;
                        b = renderlist[1]*4;
                        c = renderlist[2]*4;
-                       v1[0] = vertex[a+0] - vertex[b+0];
-                       v1[1] = vertex[a+1] - vertex[b+1];
-                       v1[2] = vertex[a+2] - vertex[b+2];
-                       v2[0] = vertex[c+0] - vertex[b+0];
-                       v2[1] = vertex[c+1] - vertex[b+1];
-                       v2[2] = vertex[c+2] - vertex[b+2];
+                       v1[0] = vertex3f[a+0] - vertex3f[b+0];
+                       v1[1] = vertex3f[a+1] - vertex3f[b+1];
+                       v1[2] = vertex3f[a+2] - vertex3f[b+2];
+                       v2[0] = vertex3f[c+0] - vertex3f[b+0];
+                       v2[1] = vertex3f[c+1] - vertex3f[b+1];
+                       v2[2] = vertex3f[c+2] - vertex3f[b+2];
                        CrossProduct(v1, v2, normal);
                        VectorNormalizeFast(normal);
                        // add surface normal to vertices
                        a = renderlist[0] * 3;
-                       normals[a+0] += normal[0];
-                       normals[a+1] += normal[1];
-                       normals[a+2] += normal[2];
+                       normal3f[a+0] += normal[0];
+                       normal3f[a+1] += normal[1];
+                       normal3f[a+2] += normal[2];
                        aliasvertusage[renderlist[0]]++;
                        a = renderlist[1] * 3;
-                       normals[a+0] += normal[0];
-                       normals[a+1] += normal[1];
-                       normals[a+2] += normal[2];
+                       normal3f[a+0] += normal[0];
+                       normal3f[a+1] += normal[1];
+                       normal3f[a+2] += normal[2];
                        aliasvertusage[renderlist[1]]++;
                        a = renderlist[2] * 3;
-                       normals[a+0] += normal[0];
-                       normals[a+1] += normal[1];
-                       normals[a+2] += normal[2];
+                       normal3f[a+0] += normal[0];
+                       normal3f[a+1] += normal[1];
+                       normal3f[a+2] += normal[2];
                        aliasvertusage[renderlist[2]]++;
                        renderlist += 3;
                }
        }
        // FIXME: precalc this
        // average surface normals
-       out = normals;
+       out = normal3f;
        u = aliasvertusage;
        while(vertcount--)
        {
@@ -844,7 +815,8 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
        numverts = ent->model->zymnum_verts;
        numtriangles = *renderlist++;
        elements = renderlist;
-       R_Mesh_ResizeCheck(numverts);
+
+       expandaliasvert(numverts);
 
        fog = 0;
        if (fogenabled)
@@ -889,11 +861,12 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
        mstate.tex[0] = R_GetTexture(texture);
        R_Mesh_State(&mstate);
        ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
-       ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
-       ZymoticCalcNormals(numverts, varray_vertex, aliasvert_normals, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
-       memcpy(varray_texcoord[0], ent->model->zymdata_texcoords, ent->model->zymnum_verts * sizeof(float[4]));
-       GL_UseColorArray();
-       R_LightModel(ent, numverts, varray_vertex, aliasvert_normals, varray_color, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
+
+       R_Mesh_GetSpace(numverts);
+       ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
+       R_Mesh_CopyTexCoord2f(0, ent->model->zymdata_texcoords, ent->model->zymnum_verts);
+       ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
+       R_LightModel(ent, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
        R_Mesh_Draw(numverts, numtriangles, elements);
        c_alias_polys += numtriangles;
 
@@ -906,6 +879,8 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
                //mstate.tex[0] = R_GetTexture(texture);
                R_Mesh_State(&mstate);
                GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
+               R_Mesh_GetSpace(numverts);
+               ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
                R_Mesh_Draw(numverts, numtriangles, elements);
                c_alias_polys += numtriangles;
        }
@@ -943,3 +918,4 @@ void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
 {
        // FIXME
 }
+