]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
zym models are now loaded into the same structs as alias models in memory, this reduc...
[xonotic/darkplaces.git] / gl_models.c
index 17310919d8cda8bd8f6298a17aa6cc32202cf138..14df524c781ef432cd221d568597f0c992a53803 100644 (file)
 
 #include "quakedef.h"
-#include "cl_collision.h"
 #include "r_shadow.h"
 
-cvar_t r_quickmodels = {0, "r_quickmodels", "1"};
-
-typedef struct
-{
-       float m[3][4];
-} zymbonematrix;
-
-// LordHavoc: vertex arrays
-
-float *aliasvertbuf;
-float *aliasvertcolorbuf;
-float *aliasvert; // this may point at aliasvertbuf or at vertex arrays in the mesh backend
-float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-
-float *aliasvertcolor2;
-float *aliasvertnorm;
-int *aliasvertusage;
-zymbonematrix *zymbonepose;
-
-mempool_t *gl_models_mempool;
-
-void gl_models_start(void)
-{
-       // allocate vertex processing arrays
-       gl_models_mempool = Mem_AllocPool("GL_Models");
-       aliasvert = aliasvertbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
-       zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
-       aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
-}
-
-void gl_models_shutdown(void)
-{
-       Mem_FreePool(&gl_models_mempool);
-}
-
-void gl_models_newmap(void)
-{
-}
-
 void GL_Models_Init(void)
 {
-       Cvar_RegisterVariable(&r_quickmodels);
-
-       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
-}
-
-/*
-void R_AliasTransformVerts(int vertcount)
-{
-       vec3_t point;
-       float *av;
-       av = aliasvert;
-       while (vertcount >= 4)
-       {
-               VectorCopy(av, point);softwaretransform(point, av);av += 4;
-               VectorCopy(av, point);softwaretransform(point, av);av += 4;
-               VectorCopy(av, point);softwaretransform(point, av);av += 4;
-               VectorCopy(av, point);softwaretransform(point, av);av += 4;
-               vertcount -= 4;
-       }
-       while(vertcount > 0)
-       {
-               VectorCopy(av, point);softwaretransform(point, av);av += 4;
-               vertcount--;
-       }
 }
-*/
 
-void R_AliasLerpVerts(int vertcount, float *vertices, float *normals,
-               float lerp1, const trivertx_t *verts1, const vec3_t fscale1, const vec3_t translate1,
-               float lerp2, const trivertx_t *verts2, const vec3_t fscale2, const vec3_t translate2,
-               float lerp3, const trivertx_t *verts3, const vec3_t fscale3, const vec3_t translate3,
-               float lerp4, const trivertx_t *verts4, const vec3_t fscale4, const vec3_t translate4)
+void R_Model_Alias_GetMesh_Vertex3f(const entity_render_t *ent, const aliasmesh_t *mesh, float *out3f)
 {
-       int i;
-       vec3_t scale1, scale2, scale3, scale4, translate;
-       const float *n1, *n2, *n3, *n4;
-       float *av, *avn;
-       av = vertices;
-       avn = normals;
-       VectorScale(fscale1, lerp1, scale1);
-       if (lerp2)
+       if (mesh->num_vertexboneweights)
        {
-               VectorScale(fscale2, lerp2, scale2);
-               if (lerp3)
+               int i, k, blends;
+               aliasvertexboneweight_t *v;
+               float *out, *matrix, m[12], bonepose[256][12];
+               // vertex weighted skeletal
+               // interpolate matrices and concatenate them to their parents
+               for (i = 0;i < ent->model->alias.aliasnum_bones;i++)
                {
-                       VectorScale(fscale3, lerp3, scale3);
-                       if (lerp4)
+                       for (k = 0;k < 12;k++)
+                               m[k] = 0;
+                       for (blends = 0;blends < 4 && ent->frameblend[blends].lerp > 0;blends++)
                        {
-                               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 += 4;
-                                       avn += 3;
-                                       verts1++;verts2++;verts3++;verts4++;
-                               }
+                               matrix = ent->model->alias.aliasdata_poses + (ent->frameblend[blends].frame * ent->model->alias.aliasnum_bones + i) * 12;
+                               for (k = 0;k < 12;k++)
+                                       m[k] += matrix[k] * ent->frameblend[blends].lerp;
                        }
+                       if (ent->model->alias.aliasdata_bones[i].parent >= 0)
+                               R_ConcatTransforms(bonepose[ent->model->alias.aliasdata_bones[i].parent], m, bonepose[i]);
                        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 += 4;
-                                       avn += 3;
-                                       verts1++;verts2++;verts3++;
-                               }
-                       }
+                               for (k = 0;k < 12;k++)
+                                       bonepose[i][k] = m[k];
                }
-               else
+               // blend the vertex bone weights
+               memset(out3f, 0, mesh->num_vertices * sizeof(float[3]));
+               v = mesh->data_vertexboneweights;
+               for (i = 0;i < mesh->num_vertexboneweights;i++, v++)
                {
-                       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 += 4;
-                               avn += 3;
-                               verts1++;verts2++;
-                       }
-               }
+                       out = out3f + v->vertexindex * 3;
+                       matrix = bonepose[v->boneindex];
+                       // FIXME: this can very easily be optimized with SSE or 3DNow
+                       out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3];
+                       out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7];
+                       out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11];
+               }                                                                                                              
        }
        else
        {
-               translate[0] = translate1[0] * lerp1;
-               translate[1] = translate1[1] * lerp1;
-               translate[2] = translate1[2] * lerp1;
-               // generate vertices
-               if (lerp1 != 1)
+               int i, vertcount;
+               float lerp1, lerp2, lerp3, lerp4;
+               const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
+               // vertex morph
+               vertsbase = mesh->data_morphvertex3f;
+               vertcount = mesh->num_vertices;
+               verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
+               lerp1 = ent->frameblend[0].lerp;
+               if (ent->frameblend[1].lerp)
                {
-                       // general but almost never used case
-                       for (i = 0;i < vertcount;i++)
+                       verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
+                       lerp2 = ent->frameblend[1].lerp;
+                       if (ent->frameblend[2].lerp)
                        {
-                               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 += 4;
-                               avn += 3;
-                               verts1++;
+                               verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
+                               lerp3 = ent->frameblend[2].lerp;
+                               if (ent->frameblend[3].lerp)
+                               {
+                                       verts4 = vertsbase + ent->frameblend[3].frame * vertcount * 3;
+                                       lerp4 = ent->frameblend[3].lerp;
+                                       for (i = 0;i < vertcount * 3;i++)
+                                               VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i);
+                               }
+                               else
+                                       for (i = 0;i < vertcount * 3;i++)
+                                               VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
                        }
+                       else
+                               for (i = 0;i < vertcount * 3;i++)
+                                       VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
                }
                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 += 4;
-                               avn += 3;
-                               verts1++;
-                       }
-               }
+                       memcpy(out3f, verts1, vertcount * sizeof(float[3]));
        }
 }
 
-skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
+aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
+aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
+aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
 {
        model_t *model = ent->model;
-       unsigned int s = (unsigned int) ent->skinnum;
-       if (s >= model->numskins)
-               s = 0;
-       if (model->skinscenes[s].framecount > 1)
-               return &model->skinframes[model->skinscenes[s].firstframe + (int) (cl.time * 10) % model->skinscenes[s].framecount];
+       if (model->numskins)
+       {
+               int s = ent->skinnum;
+               if ((unsigned int)s >= (unsigned int)model->numskins)
+                       s = 0;
+               if (model->skinscenes[s].framecount > 1)
+                       s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+               else
+                       s = model->skinscenes[s].firstframe;
+               if (s >= mesh->num_skins)
+                       s = 0;
+               return mesh->data_skins + s;
+       }
        else
-               return &model->skinframes[model->skinscenes[s].firstframe];
-}
-
-void R_LerpMDLMD2Vertices(const entity_render_t *ent, float *vertices, float *normals)
-{
-       const md2frame_t *frame1, *frame2, *frame3, *frame4;
-       const trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
-       const model_t *model = ent->model;
-
-       frame1 = &model->mdlmd2data_frames[ent->frameblend[0].frame];
-       frame2 = &model->mdlmd2data_frames[ent->frameblend[1].frame];
-       frame3 = &model->mdlmd2data_frames[ent->frameblend[2].frame];
-       frame4 = &model->mdlmd2data_frames[ent->frameblend[3].frame];
-       frame1verts = &model->mdlmd2data_pose[ent->frameblend[0].frame * model->numverts];
-       frame2verts = &model->mdlmd2data_pose[ent->frameblend[1].frame * model->numverts];
-       frame3verts = &model->mdlmd2data_pose[ent->frameblend[2].frame * model->numverts];
-       frame4verts = &model->mdlmd2data_pose[ent->frameblend[3].frame * model->numverts];
-       R_AliasLerpVerts(model->numverts, vertices, normals,
-               ent->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
-               ent->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
-               ent->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
-               ent->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
+       {
+               r_aliasnoskinlayers[0].texture = r_notexture;
+               return &r_aliasnoskin;
+       }
 }
 
-void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2)
+void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
-       int i, c, pantsfullbright, shirtfullbright, colormapped, tex;
-       float pantscolor[3], shirtcolor[3];
-       float fog, colorscale;
+       int c, fullbright, layernum, firstpass, generatenormals = true;
+       float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
        vec3_t diff;
        qbyte *bcolor;
        rmeshstate_t m;
-       model_t *model;
-       skinframe_t *skinframe;
        const entity_render_t *ent = calldata1;
-       int blendfunc1, blendfunc2;
+       aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
+       aliaslayer_t *layer;
+       aliasskin_t *skin;
 
-//     softwaretransformforentity(ent);
        R_Mesh_Matrix(&ent->matrix);
 
        fog = 0;
        if (fogenabled)
        {
-               VectorSubtract(ent->origin, r_origin, diff);
+               VectorSubtract(ent->origin, r_vieworigin, diff);
                fog = DotProduct(diff,diff);
                if (fog < 0.01f)
                        fog = 0.01f;
@@ -267,599 +137,165 @@ void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2)
                // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
                // 2. render fog as additive
        }
+       ifog = 1 - fog;
 
-       model = ent->model;
-       R_Mesh_ResizeCheck(model->numverts);
-
-       skinframe = R_FetchSkinFrame(ent);
-
-       if (ent->effects & EF_ADDITIVE)
-       {
-               blendfunc1 = GL_SRC_ALPHA;
-               blendfunc2 = GL_ONE;
-       }
-       else if (ent->alpha != 1.0 || skinframe->fog != NULL)
-       {
-               blendfunc1 = GL_SRC_ALPHA;
-               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
+       firstpass = true;
+       skin = R_FetchAliasSkin(ent, mesh);
+       R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
+       for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
        {
-               blendfunc1 = GL_ONE;
-               blendfunc2 = GL_ZERO;
-       }
-
-       colorscale = r_colorscale;
-       if (gl_combine.integer)
-               colorscale *= 0.25f;
-       
-       if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
-       {
-               // untextured
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = blendfunc1;
-               m.blendfunc2 = blendfunc2;
-               if (gl_combine.integer)
-                       m.texrgbscale[0] = 4;
-               m.tex[0] = R_GetTexture(r_notexture);
-               R_Mesh_State(&m);
-
-               c_alias_polys += model->numtris;
-               for (i = 0;i < model->numverts * 2;i++)
-                       varray_texcoord[0][i] = model->mdlmd2data_texcoords[i] * 8.0f;
-               aliasvert = varray_vertex;
-               aliasvertcolor = varray_color;
-               R_LerpMDLMD2Vertices(ent, aliasvert, aliasvertnorm);
-               R_LightModel(ent, model->numverts, colorscale, colorscale, colorscale, false);
-               aliasvert = aliasvertbuf;
-               aliasvertcolor = aliasvertcolorbuf;
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-               return;
-       }
-
-
-       colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
-       if (!colormapped && !fog && !skinframe->glow && !skinframe->fog)
-       {
-               // fastpath for the normal situation (one texture)
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = blendfunc1;
-               m.blendfunc2 = blendfunc2;
-               if (gl_combine.integer)
-                       m.texrgbscale[0] = 4;
-               m.tex[0] = R_GetTexture(skinframe->merged);
-               R_Mesh_State(&m);
-
-               c_alias_polys += model->numtris;
-               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
-               aliasvert = varray_vertex;
-               aliasvertcolor = varray_color;
-               R_LerpMDLMD2Vertices(ent, aliasvert, aliasvertnorm);
-               R_LightModel(ent, model->numverts, colorscale, colorscale, colorscale, false);
-               aliasvert = aliasvertbuf;
-               aliasvertcolor = aliasvertcolorbuf;
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-               return;
-       }
-
-       R_LerpMDLMD2Vertices(ent, aliasvert, aliasvertnorm);
-       R_LightModel(ent, model->numverts, colorscale * (1 - fog), colorscale * (1 - fog), colorscale * (1 - fog), false);
-
-       if (colormapped)
-       {
-               // 128-224 are backwards ranges
-               c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
-               bcolor = (qbyte *) (&d_8to24table[c]);
-               pantsfullbright = c >= 224;
-               VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
-               c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
-               bcolor = (qbyte *) (&d_8to24table[c]);
-               shirtfullbright = c >= 224;
-               VectorScale(bcolor, (1.0f / 255.0f), shirtcolor);
-       }
-       else
-       {
-               pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1;
-               pantsfullbright = shirtfullbright = false;
-       }
-
-       tex = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
-       if (tex)
-       {
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = blendfunc1;
-               m.blendfunc2 = blendfunc2;
-               if (gl_combine.integer)
-                       m.texrgbscale[0] = 4;
-               m.tex[0] = tex;
-               R_Mesh_State(&m);
-
-               blendfunc1 = GL_SRC_ALPHA;
-               blendfunc2 = GL_ONE;
-               c_alias_polys += model->numtris;
-               R_ModulateColors(aliasvertcolor, varray_color, model->numverts, colorscale, colorscale, colorscale);
-               memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-       }
-
-       if (colormapped)
-       {
-               if (skinframe->pants)
+               if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
                {
-                       tex = R_GetTexture(skinframe->pants);
-                       if (tex)
-                       {
-                               memset(&m, 0, sizeof(m));
-                               m.blendfunc1 = blendfunc1;
-                               m.blendfunc2 = blendfunc2;
-                               if (gl_combine.integer)
-                                       m.texrgbscale[0] = 4;
-                               m.tex[0] = tex;
-                               R_Mesh_State(&m);
-
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE;
-                               c_alias_polys += model->numtris;
-                               if (pantsfullbright)
-                                       R_FillColors(varray_color, model->numverts, pantscolor[0] * colorscale, pantscolor[1] * colorscale, pantscolor[2] * colorscale, ent->alpha);
-                               else
-                                       R_ModulateColors(aliasvertcolor, varray_color, model->numverts, pantscolor[0] * colorscale, pantscolor[1] * colorscale, pantscolor[2] * colorscale);
-                               memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
-                               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-                       }
+                       if (((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
+                        || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
+                        || ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
+                        ||  (layer->flags & ALIASLAYER_SPECULAR)
+                        || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
+                               continue;
                }
-               if (skinframe->shirt)
+               if (!firstpass || (ent->effects & EF_ADDITIVE))
                {
-                       tex = R_GetTexture(skinframe->shirt);
-                       if (tex)
-                       {
-                               memset(&m, 0, sizeof(m));
-                               m.blendfunc1 = blendfunc1;
-                               m.blendfunc2 = blendfunc2;
-                               if (gl_combine.integer)
-                                       m.texrgbscale[0] = 4;
-                               m.tex[0] = tex;
-                               R_Mesh_State(&m);
-
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE;
-                               c_alias_polys += model->numtris;
-                               if (shirtfullbright)
-                                       R_FillColors(varray_color, model->numverts, shirtcolor[0] * colorscale, shirtcolor[1] * colorscale, shirtcolor[2] * colorscale, ent->alpha);
-                               else
-                                       R_ModulateColors(aliasvertcolor, varray_color, model->numverts, shirtcolor[0] * colorscale, shirtcolor[1] * colorscale, shirtcolor[2] * colorscale);
-                               memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
-                               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
-                               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-                       }
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
                }
-       }
-       if (skinframe->glow)
-       {
-               tex = R_GetTexture(skinframe->glow);
-               if (tex)
+               else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
                {
-                       memset(&m, 0, sizeof(m));
-                       m.blendfunc1 = blendfunc1;
-                       m.blendfunc2 = blendfunc2;
-                       m.tex[0] = tex;
-                       R_Mesh_State(&m);
-
-                       blendfunc1 = GL_SRC_ALPHA;
-                       blendfunc2 = GL_ONE;
-                       c_alias_polys += model->numtris;
-                       R_FillColors(varray_color, model->numverts, (1 - fog) * r_colorscale, (1 - fog) * r_colorscale, (1 - fog) * r_colorscale, ent->alpha);
-                       memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
-                       R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
                }
-       }
-       if (fog)
-       {
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-               m.tex[0] = R_GetTexture(skinframe->fog);
-               R_Mesh_State(&m);
-
-               c_alias_polys += model->numtris;
-               R_FillColors(varray_color, model->numverts, fogcolor[0] * fog * r_colorscale, fogcolor[1] * fog * r_colorscale, fogcolor[2] * fog * r_colorscale, ent->alpha);
-               memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-       }
-}
-
-extern cvar_t r_shadows;
-void R_DrawQ1Q2AliasModelFakeShadow (entity_render_t *ent)
-{
-       int i;
-       rmeshstate_t m;
-       model_t *model;
-       float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
-
-       if (r_shadows.integer > 1)
-       {
-               float f;
-               vec3_t temp;
-               for (i = 0;i < r_numdlights;i++)
+               else
                {
-                       if (ent != r_dlight[i].ent)
-                       {
-                               VectorSubtract(ent->origin, r_dlight[i].origin, temp);
-                               f = DotProduct(temp,temp);
-                               if (f < (ent->model->radius2 + r_dlight[i].cullradius2))
-                               {
-                                       model = ent->model;
-                                       R_Mesh_ResizeCheck(model->numverts * 2);
-                                       memset(&m, 0, sizeof(m));
-                                       m.blendfunc1 = GL_ONE;
-                                       m.blendfunc2 = GL_ONE;
-                                       R_Mesh_State(&m);
-                                       R_Mesh_Matrix(&ent->matrix);
-                                       R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvertnorm);
-                                       R_FillColors(varray_color, model->numverts * 2, 0.1 * r_colorscale, 0.025 * r_colorscale, 0.0125 * r_colorscale, 1);
-                                       Matrix4x4_Transform(&ent->inversematrix, r_dlight[i].origin, temp);
-                                       R_ShadowVolume(model->numverts, model->numtris, model->mdlmd2data_indices, model->mdlmd2data_triangleneighbors, temp, r_dlight[i].cullradius + model->radius - sqrt(f));
-                               }
-                       }
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
                }
-       }
-
-       lightdirection[0] = 0.5;
-       lightdirection[1] = 0.2;
-       lightdirection[2] = -1;
-       VectorNormalizeFast(lightdirection);
-
-       VectorMA(ent->origin, 65536.0f, lightdirection, v2);
-       if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1)
-               return;
-
-       R_Mesh_Matrix(&ent->matrix);
+               GL_DepthTest(true);
+               firstpass = false;
+               colorscale = 1.0f;
 
-       model = ent->model;
-       R_Mesh_ResizeCheck(model->numverts);
-
-       memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       R_Mesh_State(&m);
-
-       c_alias_polys += model->numtris;
-       R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvertnorm);
-       R_FillColors(varray_color, model->numverts, 0, 0, 0, 0.5);
-
-       // put a light direction in the entity's coordinate space
-       Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
-       VectorNormalizeFast(projection);
-
-       // put the plane's normal in the entity's coordinate space
-       Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
-       VectorNormalizeFast(planenormal);
-
-       // put the plane's distance in the entity's coordinate space
-       VectorSubtract(floororigin, ent->origin, floororigin);
-       planedist = DotProduct(floororigin, surfnormal) + 2;
-
-       dist = -1.0f / DotProduct(projection, planenormal);
-       VectorScale(projection, dist, projection);
-       for (i = 0, v = varray_vertex;i < model->numverts;i++, v += 4)
-       {
-               dist = DotProduct(v, planenormal) - planedist;
-               if (dist > 0)
-               //if (i & 1)
-                       VectorMA(v, dist, projection, v);
-       }
-       R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-}
-
-int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
-{
-       int i;
-       float lerp1, lerp2, lerp3, lerp4;
-       zymbonematrix *out, rootmatrix, m;
-       const zymbonematrix *bone1, *bone2, *bone3, *bone4;
-
-       /*
-       // LordHavoc: combine transform from zym coordinate space to quake coordinate space with model to world transform matrix
-       rootmatrix.m[0][0] = softwaretransform_matrix[0][1];
-       rootmatrix.m[0][1] = -softwaretransform_matrix[0][0];
-       rootmatrix.m[0][2] = softwaretransform_matrix[0][2];
-       rootmatrix.m[0][3] = softwaretransform_matrix[0][3];
-       rootmatrix.m[1][0] = softwaretransform_matrix[1][1];
-       rootmatrix.m[1][1] = -softwaretransform_matrix[1][0];
-       rootmatrix.m[1][2] = softwaretransform_matrix[1][2];
-       rootmatrix.m[1][3] = softwaretransform_matrix[1][3];
-       rootmatrix.m[2][0] = softwaretransform_matrix[2][1];
-       rootmatrix.m[2][1] = -softwaretransform_matrix[2][0];
-       rootmatrix.m[2][2] = softwaretransform_matrix[2][2];
-       rootmatrix.m[2][3] = softwaretransform_matrix[2][3];
-       */
-       rootmatrix.m[0][0] = 1;
-       rootmatrix.m[0][1] = 0;
-       rootmatrix.m[0][2] = 0;
-       rootmatrix.m[0][3] = 0;
-       rootmatrix.m[1][0] = 0;
-       rootmatrix.m[1][1] = 1;
-       rootmatrix.m[1][2] = 0;
-       rootmatrix.m[1][3] = 0;
-       rootmatrix.m[2][0] = 0;
-       rootmatrix.m[2][1] = 0;
-       rootmatrix.m[2][2] = 1;
-       rootmatrix.m[2][3] = 0;
-
-       bone1 = bonebase + blend[0].frame * count;
-       lerp1 = blend[0].lerp;
-       if (blend[1].lerp)
-       {
-               bone2 = bonebase + blend[1].frame * count;
-               lerp2 = blend[1].lerp;
-               if (blend[2].lerp)
+               memset(&m, 0, sizeof(m));
+               if (layer->texture != NULL)
                {
-                       bone3 = bonebase + blend[2].frame * count;
-                       lerp3 = blend[2].lerp;
-                       if (blend[3].lerp)
+                       m.tex[0] = R_GetTexture(layer->texture);
+                       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+                       if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
                        {
-                               // 4 poses
-                               bone4 = bonebase + blend[3].frame * count;
-                               lerp4 = blend[3].lerp;
-                               for (i = 0, out = zymbonepose;i < count;i++, out++)
-                               {
-                                       // 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][0], &m.m[0][0], &out->m[0][0]);
-                                       else
-                                               R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       bone1++;
-                                       bone2++;
-                                       bone3++;
-                                       bone4++;
-                                       bone++;
-                               }
-                       }
-                       else
-                       {
-                               // 3 poses
-                               for (i = 0, out = zymbonepose;i < count;i++, out++)
-                               {
-                                       // 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][0], &m.m[0][0], &out->m[0][0]);
-                                       else
-                                               R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       bone1++;
-                                       bone2++;
-                                       bone3++;
-                                       bone++;
-                               }
+                               colorscale *= 0.25f;
+                               m.texrgbscale[0] = 4;
                        }
                }
-               else
+               m.pointer_vertex = varray_vertex3f;
+
+               c_alias_polys += mesh->num_triangles;
+               if (layer->flags & ALIASLAYER_FOG)
                {
-                       // 2 poses
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               // 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][0], &m.m[0][0], &out->m[0][0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone2++;
-                               bone++;
-                       }
+                       colorscale *= fog;
+                       GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
                }
-       }
-       else
-       {
-               // 1 pose
-               if (lerp1 != 1)
+               else
                {
-                       // lerp != 1.0
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
+                       fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
+                       if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
                        {
-                               // 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][0], &m.m[0][0], &out->m[0][0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone++;
+                               // 128-224 are backwards ranges
+                               if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
+                                       c = (ent->colormap & 0xF) << 4;
+                               else //if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
+                                       c = (ent->colormap & 0xF0);
+                               c += (c >= 128 && c < 224) ? 4 : 12;
+                               bcolor = (qbyte *) (&palette_complete[c]);
+                               fullbright = fullbright || c >= 224;
+                               VectorScale(bcolor, (1.0f / 255.0f), tint);
                        }
-               }
-               else
-               {
-                       // lerp == 1.0
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
+                       else
+                               tint[0] = tint[1] = tint[2] = 1;
+                       if (r_shadow_realtime_world.integer && !fullbright)
+                               VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
+                       colorscale *= ifog;
+                       if (fullbright)
+                               GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
+                       else
                        {
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
+                               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
+                               {
+                                       m.pointer_color = varray_color4f;
+                                       if (generatenormals)
+                                       {
+                                               generatenormals = false;
+                                               Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, NULL, NULL, varray_normal3f);
+                                       }
+                                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
+                               }
                                else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone++;
+                                       GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
                        }
                }
+               R_Mesh_State(&m);
+               GL_LockArrays(0, mesh->num_vertices);
+               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+               GL_LockArrays(0, 0);
        }
-       return true;
 }
 
-void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
+void R_Model_Alias_Draw(entity_render_t *ent)
 {
-       int c;
-       float *out = aliasvert;
-       zymbonematrix *matrix;
-       while(vertcount--)
+       int meshnum;
+       aliasmesh_t *mesh;
+       if (ent->alpha < (1.0f / 64.0f))
+               return; // basically completely transparent
+
+       c_models++;
+
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
-               c = *bonecounts++;
-               // FIXME: validate bonecounts at load time (must be >= 1)
-               // FIXME: need 4th component in origin, for how much of the translate to blend in
-               if (c == 1)
-               {
-                       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++;
-               }
+               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
+                       R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
                else
-               {
-                       VectorClear(out);
-                       while(c--)
-                       {
-                               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 += 4;
+                       R_DrawAliasModelCallback(ent, meshnum);
        }
 }
 
-void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
+void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
 {
-       int a, b, c, d;
-       float *out, v1[3], v2[3], normal[3], s;
-       int *u;
-       // clear normals
-       memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3);
-       memset(aliasvertusage, 0, sizeof(int) * vertcount);
-       // parse render list and accumulate surface normals
-       while(shadercount--)
-       {
-               d = *renderlist++;
-               while (d--)
-               {
-                       a = renderlist[0]*4;
-                       b = renderlist[1]*4;
-                       c = renderlist[2]*4;
-                       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);
-                       VectorNormalizeFast(normal);
-                       // add surface normal to vertices
-                       a = renderlist[0] * 3;
-                       aliasvertnorm[a+0] += normal[0];
-                       aliasvertnorm[a+1] += normal[1];
-                       aliasvertnorm[a+2] += normal[2];
-                       aliasvertusage[renderlist[0]]++;
-                       a = renderlist[1] * 3;
-                       aliasvertnorm[a+0] += normal[0];
-                       aliasvertnorm[a+1] += normal[1];
-                       aliasvertnorm[a+2] += normal[2];
-                       aliasvertusage[renderlist[1]]++;
-                       a = renderlist[2] * 3;
-                       aliasvertnorm[a+0] += normal[0];
-                       aliasvertnorm[a+1] += normal[1];
-                       aliasvertnorm[a+2] += normal[2];
-                       aliasvertusage[renderlist[2]]++;
-                       renderlist += 3;
-               }
-       }
-       // FIXME: precalc this
-       // average surface normals
-       out = aliasvertnorm;
-       u = aliasvertusage;
-       while(vertcount--)
+       int meshnum;
+       aliasmesh_t *mesh;
+       aliasskin_t *skin;
+       float projectdistance;
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+               return;
+       projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
+       if (projectdistance > 0.1)
        {
-               if (*u > 1)
+               R_Mesh_Matrix(&ent->matrix);
+               for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
                {
-                       s = ixtable[*u];
-                       out[0] *= s;
-                       out[1] *= s;
-                       out[2] *= s;
+                       skin = R_FetchAliasSkin(ent, mesh);
+                       if (skin->flags & ALIASSKIN_TRANSPARENT)
+                               continue;
+                       R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
+                       R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
                }
-               u++;
-               out += 3;
        }
 }
 
-void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
 {
-       float fog, colorscale;
+       int c, meshnum, layernum;
+       float fog, ifog, lightcolor2[3];
        vec3_t diff;
-       int i, *renderlist, *elements;
-       zymtype1header_t *m;
-       rtexture_t *texture;
-       rmeshstate_t mstate;
-       const entity_render_t *ent = calldata1;
-       int shadernum = calldata2;
-       int numverts, numtriangles;
-
-       R_Mesh_Matrix(&ent->matrix);
+       qbyte *bcolor;
+       aliasmesh_t *mesh;
+       aliaslayer_t *layer;
+       aliasskin_t *skin;
 
-       // find the vertex index list and texture
-       m = ent->model->zymdata_header;
-       renderlist = (int *)(m->lump_render.start + (int) m);
-       for (i = 0;i < shadernum;i++)
-               renderlist += renderlist[0] * 3 + 1;
-       texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[shadernum];
+       if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
+               return;
 
-       numverts = m->numverts;
-       numtriangles = *renderlist++;
-       elements = renderlist;
-       R_Mesh_ResizeCheck(numverts);
+       R_Mesh_Matrix(&ent->matrix);
 
        fog = 0;
        if (fogenabled)
        {
-               VectorSubtract(ent->origin, r_origin, diff);
+               VectorSubtract(ent->origin, r_vieworigin, diff);
                fog = DotProduct(diff,diff);
                if (fog < 0.01f)
                        fog = 0.01f;
@@ -872,92 +308,59 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
                // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
                // 2. render fog as additive
        }
+       ifog = 1 - fog;
 
-       ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), ent->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
-       ZymoticTransformVerts(numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
-       ZymoticCalcNormals(numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
-
-       R_LightModel(ent, numverts, 1 - fog, 1 - fog, 1 - fog, false);
-
-       memset(&mstate, 0, sizeof(mstate));
-       if (ent->effects & EF_ADDITIVE)
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
-               mstate.blendfunc1 = GL_SRC_ALPHA;
-               mstate.blendfunc2 = GL_ONE;
-       }
-       else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
-       {
-               mstate.blendfunc1 = GL_SRC_ALPHA;
-               mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               mstate.blendfunc1 = GL_ONE;
-               mstate.blendfunc2 = GL_ZERO;
-       }
-       colorscale = r_colorscale;
-       if (gl_combine.integer)
-       {
-               mstate.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
-       }
-       mstate.tex[0] = R_GetTexture(texture);
-       R_Mesh_State(&mstate);
-
-       c_alias_polys += numtriangles;
-       memcpy(varray_vertex, aliasvert, numverts * sizeof(float[4]));
-       R_ModulateColors(aliasvertcolor, varray_color, numverts, colorscale, colorscale, colorscale);
-       memcpy(varray_texcoord[0], (float *)(m->lump_texcoords.start + (int) m), numverts * sizeof(float[2]));
-       R_Mesh_Draw(numverts, numtriangles, elements);
-
-       if (fog)
-       {
-               memset(&mstate, 0, sizeof(mstate));
-               mstate.blendfunc1 = GL_SRC_ALPHA;
-               mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-               // FIXME: need alpha mask for fogging...
-               //mstate.tex[0] = R_GetTexture(texture);
-               R_Mesh_State(&mstate);
-
-               c_alias_polys += numtriangles;
-               memcpy(varray_vertex, aliasvert, numverts * sizeof(float[4]));
-               R_FillColors(varray_color, numverts, fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
-               //memcpy(mesh_texcoord[0], (float *)(m->lump_texcoords.start + (int) m), numverts * sizeof(float[2]));
-               R_Mesh_Draw(numverts, numtriangles, elements);
-       }
-}
-
-void R_DrawZymoticModel (entity_render_t *ent)
-{
-       int i;
-       zymtype1header_t *m;
-       rtexture_t *texture;
-
-       if (ent->alpha < (1.0f / 64.0f))
-               return; // basically completely transparent
-
-       c_models++;
-
-       m = ent->model->zymdata_header;
-       for (i = 0;i < m->numshaders;i++)
-       {
-               texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[i];
-               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(texture))
-                       R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
-               else
-                       R_DrawZymoticModelMeshCallback(ent, i);
+               skin = R_FetchAliasSkin(ent, mesh);
+               if (skin->flags & ALIASSKIN_TRANSPARENT)
+                       continue;
+               R_Model_Alias_GetMesh_Vertex3f(ent, mesh, varray_vertex3f);
+               Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_texcoord2f, mesh->data_element3i, varray_svector3f, varray_tvector3f, varray_normal3f);
+               for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+               {
+                       if (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
+                        || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
+                        || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
+                               continue;
+                       lightcolor2[0] = lightcolor[0] * ifog;
+                       lightcolor2[1] = lightcolor[1] * ifog;
+                       lightcolor2[2] = lightcolor[2] * ifog;
+                       if (layer->flags & ALIASLAYER_SPECULAR)
+                       {
+                               c_alias_polys += mesh->num_triangles;
+                               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_SPECULAR);
+                       }
+                       else if (layer->flags & ALIASLAYER_DIFFUSE)
+                       {
+                               if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
+                               {
+                                       // 128-224 are backwards ranges
+                                       c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+                                       // fullbright passes were already taken care of, so skip them in realtime lighting passes
+                                       if (c >= 224)
+                                               continue;
+                                       bcolor = (qbyte *) (&palette_complete[c]);
+                                       lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+                                       lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+                                       lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                               }
+                               else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
+                               {
+                                       // 128-224 are backwards ranges
+                                       c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+                                       // fullbright passes were already taken care of, so skip them in realtime lighting passes
+                                       if (c >= 224)
+                                               continue;
+                                       bcolor = (qbyte *) (&palette_complete[c]);
+                                       lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+                                       lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+                                       lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                               }
+                               c_alias_polys += mesh->num_triangles;
+                               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, varray_vertex3f, varray_svector3f, varray_tvector3f, varray_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);
+                       }
+               }
        }
 }
 
-void R_DrawQ1Q2AliasModel(entity_render_t *ent)
-{
-       if (ent->alpha < (1.0f / 64.0f))
-               return; // basically completely transparent
-
-       c_models++;
-
-       if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchSkinFrame(ent)->fog != NULL)
-               R_MeshQueue_AddTransparent(ent->origin, R_DrawQ1Q2AliasModelCallback, ent, 0);
-       else
-               R_DrawQ1Q2AliasModelCallback(ent, 0);
-}