]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
Added MSVC6 project files
[xonotic/darkplaces.git] / gl_models.c
index bd48bb467434e67a8ed38f8cffab11a0f2733f84..035e5b09486a1a6f451627789b3fa5621daccb70 100644 (file)
@@ -1,21 +1,65 @@
 
 #include "quakedef.h"
 
+cvar_t gl_transform = {0, "gl_transform", "1"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+
+typedef struct
+{
+       float m[3][4];
+} zymbonematrix;
+
 // LordHavoc: vertex array
 float *aliasvert;
 float *aliasvertnorm;
 byte *aliasvertcolor;
 byte *aliasvertcolor2;
+zymbonematrix *zymbonepose;
+int *aliasvertusage;
 
-int chrometexture;
+rtexture_t *chrometexture;
+
+int arraylocked = false;
+void GL_LockArray(int first, int count)
+{
+       if (gl_supportslockarrays && gl_lockarrays.value)
+       {
+               qglLockArraysEXT(first, count);
+               arraylocked = true;
+       }
+}
 
-void makechrometexture()
+void GL_UnlockArray(void)
+{
+       if (arraylocked)
+       {
+               qglUnlockArraysEXT();
+               arraylocked = false;
+       }
+}
+
+void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
+{
+    glTranslatef (origin[0], origin[1], origin[2]);
+
+       if (scale != 1)
+               glScalef (scale, scale, scale);
+       if (angles[1])
+           glRotatef (angles[1],  0, 0, 1);
+       if (angles[0])
+           glRotatef (-angles[0],  0, 1, 0);
+       if (angles[2])
+           glRotatef (angles[2],  1, 0, 0);
+}
+
+// currently unused reflection effect texture
+void makechrometexture(void)
 {
        int i;
        byte noise[64*64];
        byte data[64*64][4];
 
-       fractalnoise(noise, 64);
+       fractalnoise(noise, 64, 8);
 
        // convert to RGBA data
        for (i = 0;i < 64*64;i++)
@@ -24,134 +68,209 @@ void makechrometexture()
                data[i][3] = 255;
        }
 
-       chrometexture = GL_LoadTexture ("chrometexture", 64, 64, &data[0][0], true, false, 4);
+       chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
 }
 
-void gl_models_start()
+void gl_models_start(void)
 {
        // allocate vertex processing arrays
-       aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
-       aliasvertcolor2 = malloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
+       aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
+       aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
+       aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4]));
+       aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
+       zymbonepose = qmalloc(sizeof(zymbonematrix[256]));
+       aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS]));
        makechrometexture();
 }
 
-void gl_models_shutdown()
+void gl_models_shutdown(void)
+{
+       qfree(aliasvert);
+       qfree(aliasvertnorm);
+       qfree(aliasvertcolor);
+       qfree(aliasvertcolor2);
+       qfree(zymbonepose);
+       qfree(aliasvertusage);
+}
+
+void gl_models_newmap(void)
 {
-       free(aliasvert);
-       free(aliasvertnorm);
-       free(aliasvertcolor);
-       free(aliasvertcolor2);
 }
 
-void GL_Models_Init()
+void GL_Models_Init(void)
 {
-       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown);
+       Cvar_RegisterVariable(&gl_transform);
+       Cvar_RegisterVariable(&gl_lockarrays);
+
+       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
 }
 
-extern vec3_t softwaretransform_x;
-extern vec3_t softwaretransform_y;
-extern vec3_t softwaretransform_z;
-extern vec_t softwaretransform_scale;
-extern vec3_t softwaretransform_offset;
-void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
+void R_AliasTransformVerts(int vertcount)
 {
        int i;
        vec3_t point, matrix_x, matrix_y, matrix_z;
        float *av, *avn;
        av = aliasvert;
        avn = aliasvertnorm;
-       VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
-       VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
-       VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (lerp != 0)
-       {
-               float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
-               if (lerp < 0) lerp = 0;
-               if (lerp > 1) lerp = 1;
-               ilerp = 1 - lerp;
-               ilerp127 = ilerp * (1.0 / 127.0);
-               lerp127 = lerp * (1.0 / 127.0);
-               // calculate combined interpolation variables
-               scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] *  lerp;translatex = translate1[0] * ilerp + translate2[0] *  lerp;
-               scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] *  lerp;translatey = translate1[1] * ilerp + translate2[1] *  lerp;
-               scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] *  lerp;translatez = translate1[2] * ilerp + translate2[2] *  lerp;
-               // generate vertices
-               for (i = 0;i < vertcount;i++)
-               {
-                       // rotate, scale, and translate the vertex locations
-                       point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
-                       point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
-                       point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
-                       *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
-                       *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
-                       *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
-                       // rotate the normals
-                       point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
-                       point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
-                       point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
-                       *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-                       *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-                       *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-                       verts1++;verts2++;
-               }
-       }
-       else
+       matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale;
+       matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale;
+       matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale;
+       matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale;
+       matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale;
+       matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale;
+       matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale;
+       matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale;
+       matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale;
+       for (i = 0;i < vertcount;i++)
        {
-               // generate vertices
-               for (i = 0;i < vertcount;i++)
-               {
-                       // rotate, scale, and translate the vertex locations
-                       point[0] = verts1->v[0] * scale1[0] + translate1[0];
-                       point[1] = verts1->v[1] * scale1[1] + translate1[1];
-                       point[2] = verts1->v[2] * scale1[2] + translate1[2];
-                       *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
-                       *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
-                       *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
-                       // rotate the normals
-                       point[0] = verts1->n[0] * (1.0f / 127.0f);
-                       point[1] = verts1->n[1] * (1.0f / 127.0f);
-                       point[2] = verts1->n[2] * (1.0f / 127.0f);
-                       *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-                       *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-                       *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-                       verts1++;
-               }
+               // rotate, scale, and translate the vertex locations
+               VectorCopy(av, point);
+               av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0];
+               av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1];
+               av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2];
+               // rotate the normals
+               VectorCopy(avn, point);
+               avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
+               avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
+               avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
+               av += 3;
+               avn += 3;
        }
 }
 
-float R_CalcAnimLerp(entity_t *ent, int pose, float lerpscale)
+void R_AliasLerpVerts(int vertcount,
+                                         float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
+                                         float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
+                                         float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
+                                         float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
 {
-       if (ent->draw_lastmodel == ent->model && ent->draw_lerpstart <= cl.time)
+       int i;
+       vec3_t scale1, scale2, scale3, scale4, translate;
+       float *n1, *n2, *n3, *n4;
+       float *av, *avn;
+       av = aliasvert;
+       avn = aliasvertnorm;
+       VectorScale(fscale1, lerp1, scale1);
+       if (lerp2)
        {
-               if (pose != ent->draw_pose)
+               VectorScale(fscale2, lerp2, scale2);
+               if (lerp3)
                {
-                       ent->draw_lastpose = ent->draw_pose;
-                       ent->draw_pose = pose;
-                       ent->draw_lerpstart = cl.time;
-                       return 0;
+                       VectorScale(fscale3, lerp3, scale3);
+                       if (lerp4)
+                       {
+                               VectorScale(fscale4, lerp4, scale4);
+                               translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
+                               translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
+                               translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
+                               // generate vertices
+                               for (i = 0;i < vertcount;i++)
+                               {
+                                       av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
+                                       av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
+                                       av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
+                                       n1 = m_bytenormals[verts1->lightnormalindex];
+                                       n2 = m_bytenormals[verts2->lightnormalindex];
+                                       n3 = m_bytenormals[verts3->lightnormalindex];
+                                       n4 = m_bytenormals[verts4->lightnormalindex];
+                                       avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
+                                       avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
+                                       avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
+                                       av += 3;
+                                       avn += 3;
+                                       verts1++;verts2++;verts3++;verts4++;
+                               }
+                       }
+                       else
+                       {
+                               translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
+                               translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
+                               translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
+                               // generate vertices
+                               for (i = 0;i < vertcount;i++)
+                               {
+                                       av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
+                                       av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
+                                       av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
+                                       n1 = m_bytenormals[verts1->lightnormalindex];
+                                       n2 = m_bytenormals[verts2->lightnormalindex];
+                                       n3 = m_bytenormals[verts3->lightnormalindex];
+                                       avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
+                                       avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
+                                       avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
+                                       av += 3;
+                                       avn += 3;
+                                       verts1++;verts2++;verts3++;
+                               }
+                       }
                }
                else
-                       return ((cl.time - ent->draw_lerpstart) * lerpscale);
+               {
+                       translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2;
+                       translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2;
+                       translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2;
+                       // generate vertices
+                       for (i = 0;i < vertcount;i++)
+                       {
+                               av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0];
+                               av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1];
+                               av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2];
+                               n1 = m_bytenormals[verts1->lightnormalindex];
+                               n2 = m_bytenormals[verts2->lightnormalindex];
+                               avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
+                               avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
+                               avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
+                               av += 3;
+                               avn += 3;
+                               verts1++;verts2++;
+                       }
+               }
        }
-       else // uninitialized
+       else
        {
-               ent->draw_lastmodel = ent->model;
-               ent->draw_lastpose = ent->draw_pose = pose;
-               ent->draw_lerpstart = cl.time;
-               return 0;
+               translate[0] = translate1[0] * lerp1;
+               translate[1] = translate1[1] * lerp1;
+               translate[2] = translate1[2] * lerp1;
+               // generate vertices
+               if (lerp1 != 1)
+               {
+                       // general but almost never used case
+                       for (i = 0;i < vertcount;i++)
+                       {
+                               av[0] = verts1->v[0] * scale1[0] + translate[0];
+                               av[1] = verts1->v[1] * scale1[1] + translate[1];
+                               av[2] = verts1->v[2] * scale1[2] + translate[2];
+                               n1 = m_bytenormals[verts1->lightnormalindex];
+                               avn[0] = n1[0] * lerp1;
+                               avn[1] = n1[1] * lerp1;
+                               avn[2] = n1[2] * lerp1;
+                               av += 3;
+                               avn += 3;
+                               verts1++;
+                       }
+               }
+               else
+               {
+                       // fast normal case
+                       for (i = 0;i < vertcount;i++)
+                       {
+                               av[0] = verts1->v[0] * scale1[0] + translate[0];
+                               av[1] = verts1->v[1] * scale1[1] + translate[1];
+                               av[2] = verts1->v[2] * scale1[2] + translate[2];
+                               VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
+                               av += 3;
+                               avn += 3;
+                               verts1++;
+                       }
+               }
        }
 }
 
-extern cvar_t gl_vertexarrays;
-extern qboolean lighthalf;
-void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr)
+void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
 {
-       int i;
-       glBindTexture(GL_TEXTURE_2D, skin);
+       if (!r_render.value)
+               return;
+       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
        if (!colors)
        {
                if (lighthalf)
@@ -159,41 +278,16 @@ void GL_DrawModelMesh(int skin, byte *colors, maliashdr_t *maliashdr)
                else
                        glColor3f(1.0f, 1.0f, 1.0f);
        }
-       if (gl_vertexarrays.value)
+       if (colors)
        {
-               if (colors)
-               {
-                       qglColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
-                       glEnableClientState(GL_COLOR_ARRAY);
-               }
-
-               qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
-               qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
+               glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors);
+               glEnableClientState(GL_COLOR_ARRAY);
+       }
 
-               glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+       glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
 
-               if (colors)
-                       glDisableClientState(GL_COLOR_ARRAY);
-       }
-       else
-       {
-               unsigned short *in, index;
-               float *tex;
-               in = (void *)((int) maliashdr + maliashdr->tridata);
-               glBegin(GL_TRIANGLES);
-               tex = (void *)((int) maliashdr + maliashdr->texdata);
-               for (i = 0;i < maliashdr->numtris * 3;i++)
-               {
-                       index = *in++;
-                       glTexCoord2f(tex[index*2], tex[index*2+1]);
-                       if (colors)
-                               glColor4f(colors[index*4] * (1.0f / 255.0f), colors[index*4+1] * (1.0f / 255.0f), colors[index*4+2] * (1.0f / 255.0f), colors[index*4+3] * (1.0f / 255.0f));
-                       glVertex3fv(&aliasvert[index*3]);
-               }
-               glEnd();
-       }
+       if (colors)
+               glDisableClientState(GL_COLOR_ARRAY);
        // leave it in a state for additional passes
        glDepthMask(0);
        glEnable(GL_BLEND);
@@ -223,46 +317,42 @@ R_DrawAliasFrame
 
 =================
 */
-extern vec3_t lightspot;
-void R_LightModel(int numverts, vec3_t center, vec3_t basecolor);
-void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, int frame, int *skin, int colormap, int effects, int flags)
+void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor);
+void R_DrawAliasFrame (model_t *model, maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t **skin, int colormap, int effects, int flags)
 {
-       int             i, pose;
-       float   lerpscale, lerp;
-       maliasframe_t *frameinfo;
-
-       softwaretransformforentity(ent);
-
-       if ((frame >= maliashdr->numframes) || (frame < 0))
+       if (gl_transform.value)
        {
-               Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
-               frame = 0;
-       }
-
-       frameinfo = ((maliasframe_t *)((int) maliashdr + maliashdr->framedata)) + frame;
-       pose = frameinfo->start;
-
-       if (frameinfo->length > 1)
-       {
-               lerpscale = frameinfo->rate;
-               pose += (int)(cl.time * frameinfo->rate) % frameinfo->length;
+               if (r_render.value)
+               {
+                       glPushMatrix();
+                       GL_SetupModelTransform(org, angles, scale);
+               }
        }
-       else
-               lerpscale = 10.0f;
-
-       lerp = R_CalcAnimLerp(ent, pose, lerpscale);
+       // always needed, for model lighting
+       softwaretransformforentity(ent);
 
-       R_AliasLerpVerts(maliashdr->numverts, lerp, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_lastpose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin, (trivert2 *)((int) maliashdr + maliashdr->posedata) + ent->draw_pose * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
+       R_AliasLerpVerts(maliashdr->numverts,
+               blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
+               blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
+               blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
+               blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
+       if (!gl_transform.value)
+               R_AliasTransformVerts(maliashdr->numverts);
 
        // prep the vertex array as early as possible
-       if (gl_vertexarrays.value)
+       if (r_render.value)
        {
-               qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
+               glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
                glEnableClientState(GL_VERTEX_ARRAY);
+               glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (void *)((int) maliashdr->texdata + (int) maliashdr));
+               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+               GL_LockArray(0, maliashdr->numverts);
        }
 
-       R_LightModel(maliashdr->numverts, org, color);
+       R_LightModel(ent, maliashdr->numverts, org, color);
 
+       if (!r_render.value)
+               return;
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
        glShadeModel(GL_SMOOTH);
        if (effects & EF_ADDITIVE)
@@ -271,7 +361,7 @@ void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity
                glEnable(GL_BLEND);
                glDepthMask(0);
        }
-       else if (alpha != 1.0)
+       else if (alpha != 1.0 || (model->flags2 & MODF_TRANSPARENT))
        {
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                glEnable(GL_BLEND);
@@ -283,11 +373,9 @@ void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity
                glDepthMask(1);
        }
 
-       if (colormap >= 0)
+       if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
        {
-               if (!skin[0] && !skin[1] && !skin[2] && !skin[3])
-                       GL_DrawModelMesh(0, NULL, maliashdr);
-               else
+               if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
                {
                        int c;
                        if (skin[0])
@@ -304,19 +392,21 @@ void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity
                                R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
                                GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
                        }
-                       if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
                }
-       }
-       else
-       {
-               if (!skin[3] && !skin[4])
-                       GL_DrawModelMesh(0, NULL, maliashdr);
                else
                {
                        if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
-                       if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
+                       else
+                       {
+                               if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
+                               if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr);
+                               if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr);
+                       }
                }
+               if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
        }
+       else
+               GL_DrawModelMesh(0, NULL, maliashdr);
 
        if (fogenabled)
        {
@@ -326,67 +416,23 @@ void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity
                glEnable (GL_BLEND);
                glDepthMask(0); // disable zbuffer updates
 
-               VectorSubtract(org, r_refdef.vieworg, diff);
+               VectorSubtract(org, r_origin, diff);
                glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
 
-               if (gl_vertexarrays.value)
-               {
-                       qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-               }
-               else
-               {
-                       unsigned short *in;
-                       in = (void *)((int) maliashdr + maliashdr->tridata);
-                       glBegin(GL_TRIANGLES);
-                       for (i = 0;i < maliashdr->numtris * 3;i++)
-                               glVertex3fv(&aliasvert[*in++ * 3]);
-                       glEnd();
-               }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
-       if (gl_vertexarrays.value)
-               glDisableClientState(GL_VERTEX_ARRAY);
-
-       if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
-       {
-               // flatten it to make a shadow
-               float *av = aliasvert + 2, l = lightspot[2] + 0.125;
-               av = aliasvert + 2;
-               for (i = 0;i < maliashdr->numverts;i++, av+=3)
-                       if (*av > l)
-                               *av = l;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               glColor4f (0,0,0,0.5 * alpha);
-
-               if (gl_vertexarrays.value)
-               {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                       qglDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-                       glDisableClientState(GL_VERTEX_ARRAY);
-               }
-               else
-               {
-                       unsigned short *in;
-                       in = (void *)((int) maliashdr + maliashdr->tridata);
-                       glBegin(GL_TRIANGLES);
-                       for (i = 0;i < maliashdr->numtris * 3;i++)
-                               glVertex3fv(&aliasvert[*in++ * 3]);
-                       glEnd();
-               }
+               glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
 
                glEnable (GL_TEXTURE_2D);
                glColor3f (1,1,1);
        }
+       GL_UnlockArray();
+       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+       glDisableClientState(GL_VERTEX_ARRAY);
 
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable (GL_BLEND);
        glDepthMask(1);
+
+       glPopMatrix();
 }
 
 /*
@@ -395,39 +441,90 @@ R_DrawQ2AliasFrame
 
 =================
 */
-void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, int frame, int skin, int effects, int flags)
+void R_DrawQ2AliasFrame (model_t *model, md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t *skin, int effects, int flags)
 {
        int *order, count;
-       float lerp;
-       md2memframe_t *frame1, *frame2;
+       md2frame_t *frame1, *frame2, *frame3, *frame4;
 
-       glBindTexture(GL_TEXTURE_2D, skin);
+       if (r_render.value)
+               glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
 
+       if (gl_transform.value)
+       {
+               if (r_render.value)
+               {
+                       glPushMatrix();
+                       GL_SetupModelTransform(org, angles, scale);
+               }
+       }
+       // always needed, for model lighting
        softwaretransformforentity(ent);
 
-       if ((frame >= pheader->num_frames) || (frame < 0))
+       frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame));
+       frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame));
+       frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame));
+       frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame));
+       R_AliasLerpVerts(pheader->num_xyz,
+               blend[0].lerp, frame1->verts, frame1->scale, frame1->translate,
+               blend[1].lerp, frame2->verts, frame2->scale, frame2->translate,
+               blend[2].lerp, frame3->verts, frame3->scale, frame3->translate,
+               blend[3].lerp, frame4->verts, frame4->scale, frame4->translate);
+       if (!gl_transform.value)
+               R_AliasTransformVerts(pheader->num_xyz);
+
+       R_LightModel(ent, pheader->num_xyz, org, color);
+
+       if (!r_render.value)
+               return;
+       // LordHavoc: big mess...
+       // using vertex arrays only slightly, although it is enough to prevent duplicates
+       // (saving half the transforms)
+       glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
+       glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), aliasvertcolor);
+       glEnableClientState(GL_VERTEX_ARRAY);
+       glEnableClientState(GL_COLOR_ARRAY);
+
+       order = (int *)((int)pheader + pheader->ofs_glcmds);
+       while(1)
        {
-               Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
-               frame = 0;
+               if (!(count = *order++))
+                       break;
+               if (count > 0)
+                       glBegin(GL_TRIANGLE_STRIP);
+               else
+               {
+                       glBegin(GL_TRIANGLE_FAN);
+                       count = -count;
+               }
+               do
+               {
+                       glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
+                       glArrayElement(order[2]);
+                       order += 3;
+               }
+               while (count--);
        }
 
-       lerp = R_CalcAnimLerp(ent, frame, 10);
+       glDisableClientState(GL_COLOR_ARRAY);
+       glDisableClientState(GL_VERTEX_ARRAY);
 
-       frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_lastpose));
-       frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * ent->draw_pose));
-       R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
-
-       R_LightModel(pheader->num_xyz, org, color);
-
-       if (gl_vertexarrays.value)
+       if (fogenabled)
        {
+               glDisable (GL_TEXTURE_2D);
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               glEnable (GL_BLEND);
+               glDepthMask(0); // disable zbuffer updates
+               {
+                       vec3_t diff;
+                       VectorSubtract(org, r_origin, diff);
+                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+               }
+
                // LordHavoc: big mess...
-               // using arrays only slightly, although it is enough to prevent duplicates
+               // using vertex arrays only slightly, although it is enough to prevent duplicates
                // (saving half the transforms)
-               qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-               qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
+               glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
                glEnableClientState(GL_VERTEX_ARRAY);
-               glEnableClientState(GL_COLOR_ARRAY);
 
                order = (int *)((int)pheader + pheader->ofs_glcmds);
                while(1)
@@ -443,184 +540,385 @@ void R_DrawQ2AliasFrame (md2mem_t *pheader, float alpha, vec3_t color, entity_t
                        }
                        do
                        {
-                               glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                               qglArrayElement(order[2]);
+                               glArrayElement(order[2]);
                                order += 3;
                        }
                        while (count--);
                }
 
-               glDisableClientState(GL_COLOR_ARRAY);
                glDisableClientState(GL_VERTEX_ARRAY);
+
+               glEnable (GL_TEXTURE_2D);
+               glColor3f (1,1,1);
        }
-       else
+
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glEnable (GL_BLEND);
+       glDepthMask(1);
+
+       if (gl_transform.value)
+               glPopMatrix();
+}
+
+void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale)
+{
+       float lerp1, lerp2, lerp3, lerp4;
+       zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
+       out = zymbonepose;
+       AngleVectors(rootangles, rootmatrix.m[0], rootmatrix.m[1], rootmatrix.m[2]);
+       VectorScale(rootmatrix.m[0], rootscale, rootmatrix.m[0]);
+       VectorScale(rootmatrix.m[1], rootscale, rootmatrix.m[1]);
+       VectorScale(rootmatrix.m[2], rootscale, rootmatrix.m[2]);
+       rootmatrix.m[0][3] = rootorigin[0];
+       rootmatrix.m[1][3] = rootorigin[1];
+       rootmatrix.m[2][3] = rootorigin[2];
+       bone1 = bonebase + blend[0].frame * count;
+       lerp1 = blend[0].lerp;
+       if (blend[1].lerp)
        {
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
-               while(1)
+               bone2 = bonebase + blend[1].frame * count;
+               lerp2 = blend[1].lerp;
+               if (blend[2].lerp)
                {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
+                       bone3 = bonebase + blend[2].frame * count;
+                       lerp3 = blend[2].lerp;
+                       if (blend[3].lerp)
+                       {
+                               // 4 poses
+                               bone4 = bonebase + blend[3].frame * count;
+                               lerp4 = blend[3].lerp;
+                               while(count--)
+                               {
+                                       // interpolate matrices
+                                       m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
+                                       m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
+                                       m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
+                                       m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
+                                       m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
+                                       m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
+                                       m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
+                                       m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
+                                       m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
+                                       m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
+                                       m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
+                                       m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
+                                       if (bone->parent >= 0)
+                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+                                       else
+                                               R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+                                       bone1++;
+                                       bone2++;
+                                       bone3++;
+                                       bone4++;
+                                       bone++;
+                                       out++;
+                               }
+                       }
                        else
                        {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
+                               // 3 poses
+                               while(count--)
+                               {
+                                       // interpolate matrices
+                                       m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
+                                       m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
+                                       m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
+                                       m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
+                                       m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
+                                       m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
+                                       m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
+                                       m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
+                                       m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
+                                       m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
+                                       m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
+                                       m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
+                                       if (bone->parent >= 0)
+                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+                                       else
+                                               R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+                                       bone1++;
+                                       bone2++;
+                                       bone3++;
+                                       bone++;
+                                       out++;
+                               }
                        }
-                       do
+               }
+               else
+               {
+                       // 2 poses
+                       while(count--)
                        {
-                               glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                               glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
-                               glVertex3fv(&aliasvert[order[2] * 3]);
-                               order += 3;
+                               // interpolate matrices
+                               m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
+                               m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
+                               m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
+                               m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
+                               m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
+                               m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
+                               m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
+                               m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
+                               m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
+                               m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
+                               m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
+                               m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
+                               if (bone->parent >= 0)
+                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
+                               else
+                                       R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+                               bone1++;
+                               bone2++;
+                               bone++;
+                               out++;
                        }
-                       while (count--);
                }
        }
-
-       if (fogenabled)
+       else
        {
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
+               // 1 pose
+               if (lerp1 != 1)
                {
-                       vec3_t diff;
-                       VectorSubtract(org, r_refdef.vieworg, diff);
-                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-               }
-
-               if (gl_vertexarrays.value)
-               {
-                       // LordHavoc: big mess...
-                       // using arrays only slightly, although it is enough to prevent duplicates
-                       // (saving half the transforms)
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-
-                       order = (int *)((int)pheader + pheader->ofs_glcmds);
-                       while(1)
+                       // lerp != 1.0
+                       while(count--)
                        {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
+                               // interpolate matrices
+                               m.m[0][0] = bone1->m[0][0] * lerp1;
+                               m.m[0][1] = bone1->m[0][1] * lerp1;
+                               m.m[0][2] = bone1->m[0][2] * lerp1;
+                               m.m[0][3] = bone1->m[0][3] * lerp1;
+                               m.m[1][0] = bone1->m[1][0] * lerp1;
+                               m.m[1][1] = bone1->m[1][1] * lerp1;
+                               m.m[1][2] = bone1->m[1][2] * lerp1;
+                               m.m[1][3] = bone1->m[1][3] * lerp1;
+                               m.m[2][0] = bone1->m[2][0] * lerp1;
+                               m.m[2][1] = bone1->m[2][1] * lerp1;
+                               m.m[2][2] = bone1->m[2][2] * lerp1;
+                               m.m[2][3] = bone1->m[2][3] * lerp1;
+                               if (bone->parent >= 0)
+                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
                                else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       qglArrayElement(order[2]);
-                                       order += 3;
-                               }
-                               while (count--);
+                                       R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+                               bone1++;
+                               bone++;
+                               out++;
                        }
-
-                       glDisableClientState(GL_VERTEX_ARRAY);
                }
                else
                {
-                       order = (int *)((int)pheader + pheader->ofs_glcmds);
-                       while(1)
+                       // lerp == 1.0
+                       while(count--)
                        {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
+                               if (bone->parent >= 0)
+                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
                                else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
+                                       R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
+                               bone1++;
+                               bone++;
+                               out++;
                        }
                }
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
        }
+}
 
-       if (!fogenabled && r_shadows.value && !(effects & EF_ADDITIVE) && shadow)
+void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
+{
+       int c;
+       float *out = aliasvert;
+       zymbonematrix *matrix;
+       while(vertcount--)
        {
-               int i;
-               float *av = aliasvert + 2, l = lightspot[2] + 0.125;
-               av = aliasvert + 2;
-               for (i = 0;i < pheader->num_xyz;i++, av+=3)
-                       if (*av > l)
-                               *av = l;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               glColor4f (0,0,0,0.5 * alpha);
-
-               if (gl_vertexarrays.value)
+               c = *bonecounts++;
+               // FIXME: validate bonecounts at load time (must be >= 1)
+               if (c == 1)
                {
-                       qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
-                       glEnableClientState(GL_VERTEX_ARRAY);
-                                               
-                       while(1)
-                       {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       qglArrayElement(order[2]);
-                                       order += 3;
-                               }
-                               while (count--);
-                       }
-
-                       glDisableClientState(GL_VERTEX_ARRAY);
+                       matrix = &zymbonepose[vert->bonenum];
+                       out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
+                       out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
+                       out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
+                       vert++;
                }
                else
                {
-                       while(1)
+                       VectorClear(out);
+                       while(c--)
                        {
-                               if (!(count = *order++))
-                                       break;
-                               if (count > 0)
-                                       glBegin(GL_TRIANGLE_STRIP);
-                               else
-                               {
-                                       glBegin(GL_TRIANGLE_FAN);
-                                       count = -count;
-                               }
-                               do
-                               {
-                                       glVertex3fv(&aliasvert[order[2] * 3]);
-                                       order += 3;
-                               }
-                               while (count--);
+                               matrix = &zymbonepose[vert->bonenum];
+                               out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
+                               out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
+                               out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
+                               vert++;
                        }
                }
+               out += 3;
+       }
+}
 
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
+void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
+{
+       int a, b, c, d;
+       float *out, v1[3], v2[3], normal[3];
+       int *u;
+       // clear normals
+       memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
+       memset(aliasvertusage, 0, sizeof(int) * vertcount);
+       // parse render list and accumulate surface normals
+       while(shadercount--)
+       {
+               d = *renderlist++;
+               while (d--)
+               {
+                       a = renderlist[0]*3;
+                       b = renderlist[1]*3;
+                       c = renderlist[2]*3;
+                       v1[0] = aliasvert[a+0] - aliasvert[b+0];
+                       v1[1] = aliasvert[a+1] - aliasvert[b+1];
+                       v1[2] = aliasvert[a+2] - aliasvert[b+2];
+                       v2[0] = aliasvert[c+0] - aliasvert[b+0];
+                       v2[1] = aliasvert[c+1] - aliasvert[b+1];
+                       v2[2] = aliasvert[c+2] - aliasvert[b+2];
+                       CrossProduct(v1, v2, normal);
+                       VectorNormalize(normal);
+                       // add surface normal to vertices
+                       aliasvertnorm[a+0] += normal[0];
+                       aliasvertnorm[a+1] += normal[1];
+                       aliasvertnorm[a+2] += normal[2];
+                       aliasvertusage[a]++;
+                       aliasvertnorm[b+0] += normal[0];
+                       aliasvertnorm[b+1] += normal[1];
+                       aliasvertnorm[b+2] += normal[2];
+                       aliasvertusage[b]++;
+                       aliasvertnorm[c+0] += normal[0];
+                       aliasvertnorm[c+1] += normal[1];
+                       aliasvertnorm[c+2] += normal[2];
+                       aliasvertusage[c]++;
+                       renderlist += 3;
+               }
        }
+       // average surface normals
+       out = aliasvertnorm;
+       u = aliasvertusage;
+       while(vertcount--)
+       {
+               if (*u > 1)
+               {
+                       a = ixtable[*u];
+                       out[0] *= a;
+                       out[1] *= a;
+                       out[2] *= a;
+               }
+               u++;
+               out += 3;
+       }
+}
+
+void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
+{
+       int i, c, *renderlist;
+       rtexture_t **texture;
+       if (!r_render.value)
+               return;
+       renderlist = (int *)(m->lump_render.start + (int) m);
+       texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
+       glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
+       glEnableClientState(GL_VERTEX_ARRAY);
+
+       glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors);
+       glEnableClientState(GL_COLOR_ARRAY);
+
+       glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (float *)(m->lump_texcoords.start + (int) m));
+       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
+       for (i = 0;i < m->numshaders;i++)
+       {
+               c = (*renderlist++) * 3;
+               glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture));
+               texture++;
+               glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
+               renderlist += c;
+       }
+
+       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+       glDisableClientState(GL_COLOR_ARRAY);
+
+       glDisableClientState(GL_VERTEX_ARRAY);
+}
+
+void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
+{
+       vec3_t diff;
+       int i, c, *renderlist;
+       if (!r_render.value)
+               return;
+       renderlist = (int *)(m->lump_render.start + (int) m);
+       glDisable(GL_TEXTURE_2D);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable (GL_BLEND);
-       glDepthMask(1);
+       glDepthMask(0); // disable zbuffer updates
+
+       VectorSubtract(org, r_origin, diff);
+       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+
+       glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
+       glEnableClientState(GL_VERTEX_ARRAY);
+
+       for (i = 0;i < m->numshaders;i++)
+       {
+               c = (*renderlist++) * 3;
+               glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
+               renderlist += c;
+       }
+
+       glDisableClientState(GL_VERTEX_ARRAY);
+
+       glEnable(GL_TEXTURE_2D);
+       glColor3f (1,1,1);
 }
 
-int modeldlightbits[8];
-extern int r_dlightframecount;
-extern void R_LightPoint (vec3_t color, vec3_t p);
+/*
+=================
+R_DrawZymoticFrame
+=================
+*/
+void R_DrawZymoticFrame (model_t *model, zymtype1header_t *m, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, int skinblah, int effects, int flags)
+{
+       ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
+       ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
+       ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
+
+       R_LightModel(ent, m->numverts, org, color);
+
+       if (!r_render.value)
+               return;
+       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+       glShadeModel(GL_SMOOTH);
+       if (effects & EF_ADDITIVE)
+       {
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
+               glEnable(GL_BLEND);
+               glDepthMask(0);
+       }
+       else if (alpha != 1.0)
+       {
+               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               glEnable(GL_BLEND);
+               glDepthMask(0);
+       }
+       else
+       {
+               glDisable(GL_BLEND);
+               glDepthMask(1);
+       }
+
+       GL_DrawZymoticModelMesh(aliasvertcolor, m);
+
+       if (fogenabled)
+               GL_DrawZymoticModelMeshFog(org, m);
+
+       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       glEnable (GL_BLEND);
+       glDepthMask(1);
+}
 
 /*
 =================
@@ -628,13 +926,12 @@ R_DrawAliasModel
 
 =================
 */
-void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, int frame, int skin, vec3_t org, int effects, int flags, int colormap)
+void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap)
 {
        int                     i;
        vec3_t          mins, maxs, color;
-       mleaf_t         *leaf;
        void            *modelheader;
-       int                     *skinset;
+       rtexture_t      **skinset;
 
        if (alpha < (1.0 / 64.0))
                return; // basically completely transparent
@@ -642,37 +939,10 @@ void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, i
        VectorAdd (org, clmodel->mins, mins);
        VectorAdd (org, clmodel->maxs, maxs);
 
-       if (cull && R_CullBox (mins, maxs))
-               return;
-
-       leaf = Mod_PointInLeaf (org, cl.worldmodel);
-       if (leaf->dlightframe == r_dlightframecount)
-               for (i = 0;i < 8;i++)
-                       modeldlightbits[i] = leaf->dlightbits[i];
-       else
-               for (i = 0;i < 8;i++)
-                       modeldlightbits[i] = 0;
-
-       // get lighting information
+//     if (cull && R_CullBox (mins, maxs))
+//             return;
 
-       if ((flags & EF_FULLBRIGHT) || (effects & EF_FULLBRIGHT))
-               color[0] = color[1] = color[2] = 256;
-       else
-       {
-               // HACK HACK HACK -- no fullbright colors, so make torches full light
-               if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") )
-                       color[0] = color[1] = color[2] = 128;
-               else
-                       R_LightPoint (color, org);
-       }
-
-       glDisable(GL_ALPHA_TEST);
-
-       if (frame < 0 || frame >= clmodel->numframes)
-       {
-               frame = 0;
-               Con_DPrintf("invalid skin number %d for model %s\n", frame, clmodel->name);
-       }
+       c_models++;
 
        if (skin < 0 || skin >= clmodel->numskins)
        {
@@ -686,18 +956,21 @@ void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, i
 //             int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
 //             int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
                int *skinanimrange = clmodel->skinanimrange + skin * 2;
-               int *skinanim = clmodel->skinanim;
+               rtexture_t **skinanim = clmodel->skinanim;
                i = skinanimrange[0];
                if (skinanimrange[1] > 1) // animated
                        i += ((int) (cl.time * 10) % skinanimrange[1]);
                skinset = skinanim + i*5;
        }
 
-       glEnable (GL_TEXTURE_2D);
+       if (r_render.value)
+               glEnable (GL_TEXTURE_2D);
 
        c_alias_polys += clmodel->numtris;
-       if (clmodel->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset[0], effects, flags);
+       if (clmodel->aliastype == ALIASTYPE_ZYM)
+               R_DrawZymoticFrame (clmodel, modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0                   , effects, flags);
+       else if (clmodel->aliastype == ALIASTYPE_MD2)
+               R_DrawQ2AliasFrame (clmodel, modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0]          , effects, flags);
        else
-               R_DrawAliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, frame, skinset, colormap, effects, flags);
+               R_DrawAliasFrame   (clmodel, modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset   , colormap, effects, flags);
 }