]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
leaktest: also exclude csqc networked entities
[xonotic/darkplaces.git] / model_shared.c
index 005dd3282da75b24a8db5d9f82302d6e9618738c..2df33c9c14ad44bb69f35977300521807eeaa273 100644 (file)
@@ -28,7 +28,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
 
-model_t *loadmodel;
+dp_model_t *loadmodel;
 
 static mempool_t *mod_mempool;
 static memexpandablearray_t models;
@@ -52,7 +52,7 @@ static void mod_start(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        // parse the Q3 shader files
        Mod_LoadQ3Shaders();
@@ -67,7 +67,7 @@ static void mod_shutdown(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        for (i = 0;i < nummodels;i++)
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
@@ -81,7 +81,7 @@ static void mod_newmap(void)
        msurface_t *surface;
        int i, j, k, surfacenum, ssize, tsize;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        R_SkinFrame_PrepareForPurge();
        for (i = 0;i < nummodels;i++)
@@ -113,7 +113,7 @@ static void mod_newmap(void)
                                        ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
                                        tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
                                        memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
-                                       surface->cached_dlight = true;
+                                       mod->brushq1.lightmapupdateflags[surfacenum] = true;
                                }
                        }
                }
@@ -131,7 +131,7 @@ static void Mod_BuildVBOs(void);
 void Mod_Init (void)
 {
        mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
-       Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
+       Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
 
        Mod_BrushInit();
        Mod_AliasInit();
@@ -147,23 +147,29 @@ void Mod_RenderInit(void)
        R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
 }
 
-void Mod_UnloadModel (model_t *mod)
+void Mod_UnloadModel (dp_model_t *mod)
 {
        char name[MAX_QPATH];
        qboolean isworldmodel;
        qboolean used;
+
+       if (developer_loading.integer)
+               Con_Printf("unloading model %s\n", mod->name);
+
        strlcpy(name, mod->name, sizeof(name));
        isworldmodel = mod->isworldmodel;
        used = mod->used;
-       if (mod->surfmesh.ebo)
-               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
+       if (mod->surfmesh.ebo3i)
+               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
+       if (mod->surfmesh.ebo3s)
+               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
        if (mod->surfmesh.vbo)
                R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
        // free textures/memory attached to the model
        R_FreeTexturePool(&mod->texturepool);
        Mem_FreePool(&mod->mempool);
        // clear the struct to make it available
-       memset(mod, 0, sizeof(model_t));
+       memset(mod, 0, sizeof(dp_model_t));
        // restore the fields we want to preserve
        strlcpy(mod->name, name, sizeof(mod->name));
        mod->isworldmodel = isworldmodel;
@@ -178,7 +184,7 @@ Mod_LoadModel
 Loads a model
 ==================
 */
-model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
        int num;
        unsigned int crc;
@@ -224,7 +230,9 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
                return mod;
        }
 
-       Con_DPrintf("loading model %s\n", mod->name);
+       if (developer_loading.integer)
+               Con_Printf("loading model %s\n", mod->name);
+
        // LordHavoc: unload the existing model in this slot (if there is one)
        if (mod->loaded || mod->mempool)
                Mod_UnloadModel(mod);
@@ -245,6 +253,18 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
        VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
        VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
 
+       // if we're loading a worldmodel, then this is a level change
+       if (mod->isworldmodel)
+       {
+               // clear out any stale submodels or worldmodels lying around
+               // if we did this clear before now, an error might abort loading and
+               // leave things in a bad state
+               Mod_RemoveStaleWorldModels(mod);
+               // reload q3 shaders, to make sure they are ready to go for this level
+               // (including any models loaded for this level)
+               Mod_LoadQ3Shaders();
+       }
+
        if (buf)
        {
                char *bufend = (char *)buf + filesize;
@@ -264,8 +284,7 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
                else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
-               else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
-               else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
+               else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
                else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
                else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
                Mem_Free(buf);
@@ -287,7 +306,7 @@ void Mod_ClearUsed(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
                        mod->used = false;
@@ -297,7 +316,7 @@ void Mod_PurgeUnused(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
        {
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
@@ -309,11 +328,11 @@ void Mod_PurgeUnused(void)
 }
 
 // only used during loading!
-void Mod_RemoveStaleWorldModels(model_t *skip)
+void Mod_RemoveStaleWorldModels(dp_model_t *skip)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
        {
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
@@ -331,11 +350,11 @@ Mod_FindName
 
 ==================
 */
-model_t *Mod_FindName(const char *name)
+dp_model_t *Mod_FindName(const char *name)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        if (!name[0])
                Host_Error ("Mod_ForName: NULL name");
@@ -365,9 +384,9 @@ Mod_ForName
 Loads in a model for the given name
 ==================
 */
-model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
-       model_t *model;
+       dp_model_t *model;
        model = Mod_FindName(name);
        if (model->name[0] != '*' && (!model->loaded || checkdisk))
                Mod_LoadModel(model, crash, checkdisk, isworldmodel);
@@ -385,7 +404,7 @@ void Mod_Reload(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
                        Mod_LoadModel(mod, true, true, mod->isworldmodel);
@@ -405,7 +424,7 @@ static void Mod_Print(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        Con_Print("Loaded models:\n");
        for (i = 0;i < nummodels;i++)
@@ -735,7 +754,7 @@ void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int nu
 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
 {
        unsigned char *data;
-       data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
+       data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
        loadmodel->surfmesh.num_vertices = numvertices;
        loadmodel->surfmesh.num_triangles = numtriangles;
        if (loadmodel->surfmesh.num_vertices)
@@ -756,6 +775,8 @@ void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qb
                loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
                if (neighbors)
                        loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
+               if (loadmodel->surfmesh.num_vertices <= 65536)
+                       loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
        }
 }
 
@@ -769,6 +790,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
        if (light)
                size += maxverts * sizeof(float[11]);
        size += maxtriangles * sizeof(int[3]);
+       if (maxverts <= 65536)
+               size += maxtriangles * sizeof(unsigned short[3]);
        if (neighbors)
                size += maxtriangles * sizeof(int[3]);
        if (expandable)
@@ -801,6 +824,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
                newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
                newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
        }
+       if (maxverts <= 65536)
+               newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
        return newmesh;
 }
 
@@ -931,7 +956,12 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
 
        // element buffer is easy because it's just one array
        if (mesh->numtriangles)
-               mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
+       {
+               if (mesh->element3s)
+                       mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
+               else
+                       mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
+       }
 
        // vertex buffer is several arrays and we put them in the same buffer
        //
@@ -971,6 +1001,12 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh,
                        newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
                        newmesh->next = firstmesh;
                        firstmesh = newmesh;
+                       if (newmesh->element3s)
+                       {
+                               int i;
+                               for (i = 0;i < newmesh->numtriangles*3;i++)
+                                       newmesh->element3s[i] = newmesh->element3i[i];
+                       }
                        if (createvbo)
                                Mod_ShadowMesh_CreateVBOs(newmesh);
                }
@@ -1033,8 +1069,10 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        shadowmesh_t *nextmesh;
        for (;mesh;mesh = nextmesh)
        {
-               if (mesh->ebo)
-                       R_Mesh_DestroyBufferObject(mesh->ebo);
+               if (mesh->ebo3i)
+                       R_Mesh_DestroyBufferObject(mesh->ebo3i);
+               if (mesh->ebo3s)
+                       R_Mesh_DestroyBufferObject(mesh->ebo3s);
                if (mesh->vbo)
                        R_Mesh_DestroyBufferObject(mesh->vbo);
                nextmesh = mesh->next;
@@ -1125,7 +1163,7 @@ static void Q3Shaders_Clear()
        q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
        q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
                sizeof (q3shader_data_t));
-       Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries, 
+       Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
                q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
        Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
                q3shaders_mem, sizeof (char**), 256);
@@ -1133,7 +1171,7 @@ static void Q3Shaders_Clear()
 
 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
 {
-       unsigned short hash = CRC_Block (shader->name, strlen (shader->name));
+       unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
        q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
        q3shader_hash_entry_t* lastEntry = NULL;
        while (entry != NULL)
@@ -1153,7 +1191,7 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
                        /* Add to chain */
                        q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
                          Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
-                       
+
                        while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
                        lastEntry->chain = newEntry;
                        newEntry->chain = NULL;
@@ -1165,6 +1203,7 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
        memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
 }
 
+extern cvar_t r_picmipworld;
 void Mod_LoadQ3Shaders(void)
 {
        int j;
@@ -1196,6 +1235,7 @@ void Mod_LoadQ3Shaders(void)
                        Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
                        shader.reflectfactor = 1;
                        Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+                       shader.r_water_wateralpha = 1;
 
                        strlcpy(shader.name, com_token, sizeof(shader.name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
@@ -1440,6 +1480,13 @@ void Mod_LoadQ3Shaders(void)
                                                        shader.textureblendalpha = true;
                                                }
                                        }
+                                       layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+                                       if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
+                                               layer->texflags |= TEXF_MIPMAP;
+                                       if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP) && (r_picmipworld.integer || (layer->texturename && layer->texturename[0] && strncmp(layer->texturename[0], "textures/", 9))))
+                                               layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+                                       if (layer->clampmap)
+                                               layer->texflags |= TEXF_CLAMP;
                                        continue;
                                }
                                numparameters = 0;
@@ -1571,7 +1618,7 @@ void Mod_LoadQ3Shaders(void)
                                        shader.reflectfactor = atof(parameter[1]);
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
                                }
-                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
+                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
                                        shader.reflectmin = atof(parameter[1]);
@@ -1580,6 +1627,7 @@ void Mod_LoadQ3Shaders(void)
                                        shader.reflectfactor = atof(parameter[4]);
                                        Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+                                       shader.r_water_wateralpha = atof(parameter[11]);
                                }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
@@ -1621,26 +1669,29 @@ void Mod_LoadQ3Shaders(void)
                                        }
                                }
                        }
-                       // identify if this is a blended terrain shader or similar
+                       // pick the primary layer to render with
                        if (shader.numlayers)
                        {
                                shader.backgroundlayer = -1;
                                shader.primarylayer = 0;
-                               if ((shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
-                               && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader.layers[0].alphatest)
-                               ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
-                               {
-                                       // terrain blending or other effects
-                                       shader.backgroundlayer = 0;
-                                       shader.primarylayer = 1;
-                               }
-                               // now see if the lightmap came first, and if so choose the second texture instead
+                               // if lightmap comes first this is definitely an ordinary texture
+                               // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
                                if ((shader.layers[shader.primarylayer].texturename != NULL)
                                  && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
                                {
                                        shader.backgroundlayer = -1;
                                        shader.primarylayer = 1;
                                }
+                               else if (shader.numlayers >= 2
+                               &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
+                               &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
+                               && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+                               ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
+                               {
+                                       // terrain blending or other effects
+                                       shader.backgroundlayer = 0;
+                                       shader.primarylayer = 1;
+                               }
                        }
                        // fix up multiple reflection types
                        if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
@@ -1654,7 +1705,7 @@ void Mod_LoadQ3Shaders(void)
 
 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
 {
-       unsigned short hash = CRC_Block (name, strlen (name));
+       unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
        q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
        while (entry != NULL)
        {
@@ -1665,25 +1716,25 @@ q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
        return NULL;
 }
 
-extern cvar_t r_picmipworld;
-qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
 {
        int j;
-       int texflags;
        qboolean success = true;
        q3shaderinfo_t *shader;
+       if (!name)
+               name = "";
        strlcpy(texture->name, name, sizeof(texture->name));
        shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
        if (shader)
        {
-               if (developer.integer >= 100)
-                       Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
+               if (developer_loading.integer)
+                       Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
                texture->surfaceparms = shader->surfaceparms;
                texture->textureflags = shader->textureflags;
                texture->basematerialflags = 0;
                if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                {
-                       texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        if (shader->skyboxname[0])
                        {
                                // quake3 seems to append a _ to the skybox name, so this must do so as well
@@ -1691,21 +1742,15 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                        }
                }
                else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
-                       texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                else
-                       texture->basematerialflags |= MATERIALFLAG_WALL;
+                       texture->basematerialflags = MATERIALFLAG_WALL;
                if (shader->layers[0].alphatest)
                        texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
                if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
                if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
-                       texture->basepolygonoffset -= 2;
+                       texture->biaspolygonoffset -= 2;
                if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
                        texture->basematerialflags |= MATERIALFLAG_REFRACTION;
                if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
@@ -1766,14 +1811,7 @@ nothing                GL_ZERO GL_ONE
                        texture->skinframerate = primarylayer->framerate;
                        for (j = 0;j < primarylayer->numframes;j++)
                        {
-                               texflags = TEXF_ALPHA | TEXF_PRECACHE;
-                               if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
-                                       texflags |= TEXF_MIPMAP;
-                               if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
-                                       texflags |= TEXF_PICMIP | TEXF_COMPRESS;
-                               if (primarylayer->clampmap)
-                                       texflags |= TEXF_CLAMP;
-                               if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false)))
+                               if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
                                {
                                        Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
                                        texture->skinframes[j] = R_SkinFrame_LoadMissing();
@@ -1787,9 +1825,9 @@ nothing                GL_ZERO GL_ONE
                        texture->backgroundskinframerate = backgroundlayer->framerate;
                        for (j = 0;j < backgroundlayer->numframes;j++)
                        {
-                               if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+                               if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
                                {
-                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
+                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
                                        texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
                                }
                        }
@@ -1801,18 +1839,25 @@ nothing                GL_ZERO GL_ONE
                Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
                texture->reflectfactor = shader->reflectfactor;
                Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
+               texture->r_water_wateralpha = shader->r_water_wateralpha;
+       }
+       else if (!strcmp(texture->name, "noshader") || !texture->name[0])
+       {
+               if (developer.integer >= 100)
+                       Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
+               texture->surfaceparms = 0;
        }
-       else if (!strcmp(texture->name, "noshader"))
+       else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
        {
                if (developer.integer >= 100)
-                       Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
+                       Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
                texture->surfaceparms = 0;
+               texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
        }
        else
        {
-               success = false;
-               if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
-                       Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+               if (developer.integer >= 100)
+                       Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
                texture->surfaceparms = 0;
                if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
                        texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
@@ -1821,9 +1866,21 @@ nothing                GL_ZERO GL_ONE
                else
                        texture->basematerialflags |= MATERIALFLAG_WALL;
                texture->numskinframes = 1;
-               if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
-                       if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
-                               Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
+               if (fallback)
+               {
+                       qboolean has_alpha;
+                       if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
+                       {
+                               if(has_alpha && (defaulttexflags & TEXF_ALPHA))
+                                       texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                       }
+                       else
+                               success = false;
+               }
+               else
+                       success = false;
+               if (!success && warnmissing)
+                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
        }
        // init the animation variables
        texture->currentframe = texture;
@@ -1838,14 +1895,12 @@ nothing                GL_ZERO GL_ONE
 
 skinfile_t *Mod_LoadSkinFiles(void)
 {
-       int i, words, numtags, line, tagsetsused = false, wordsoverflow;
+       int i, words, line, wordsoverflow;
        char *text;
        const char *data;
        skinfile_t *skinfile = NULL, *first = NULL;
        skinfileitem_t *skinfileitem;
        char word[10][MAX_QPATH];
-       overridetagnameset_t tagsets[MAX_SKINS];
-       overridetagname_t tags[256];
 
 /*
 sample file:
@@ -1862,12 +1917,9 @@ tag_head,
 tag_weapon,
 tag_torso,
 */
-       memset(tagsets, 0, sizeof(tagsets));
        memset(word, 0, sizeof(word));
        for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
        {
-               numtags = 0;
-
                // If it's the first file we parse
                if (skinfile == NULL)
                {
@@ -1908,7 +1960,8 @@ tag_torso,
                        {
                                if (words == 3)
                                {
-                                       Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+                                       if (developer_loading.integer)
+                                               Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
                                        skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
                                        skinfileitem->next = skinfile->items;
                                        skinfile->items = skinfileitem;
@@ -1918,18 +1971,16 @@ tag_torso,
                                else
                                        Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
                        }
-                       else if (words == 2 && !strcmp(word[1], ","))
+                       else if (words >= 2 && !strncmp(word[0], "tag_", 4))
                        {
                                // tag name, like "tag_weapon,"
-                               Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
-                               memset(tags + numtags, 0, sizeof(tags[numtags]));
-                               strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
-                               numtags++;
+                               // not used for anything (not even in Quake3)
                        }
-                       else if (words == 3 && !strcmp(word[1], ","))
+                       else if (words >= 2 && !strcmp(word[1], ","))
                        {
                                // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
-                               Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+                               if (developer_loading.integer)
+                                       Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
                                skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
                                skinfileitem->next = skinfile->items;
                                skinfile->items = skinfileitem;
@@ -1940,21 +1991,6 @@ tag_torso,
                                Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
                }
                Mem_Free(text);
-
-               if (numtags)
-               {
-                       overridetagnameset_t *t;
-                       t = tagsets + i;
-                       t->num_overridetagnames = numtags;
-                       t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
-                       memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
-                       tagsetsused = true;
-               }
-       }
-       if (tagsetsused)
-       {
-               loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
-               memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
        }
        if (i)
                loadmodel->numskins = i;
@@ -2048,7 +2084,17 @@ static void Mod_BuildVBOs(void)
 
        // element buffer is easy because it's just one array
        if (loadmodel->surfmesh.num_triangles)
-               loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
+       {
+               if (loadmodel->surfmesh.data_element3s)
+               {
+                       int i;
+                       for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                               loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+                       loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
+               }
+               else
+                       loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
+       }
 
        // vertex buffer is several arrays and we put them in the same buffer
        //