]> 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 8684a8f025330e1618eb752f0062ca976108be7b..14df524c781ef432cd221d568597f0c992a53803 100644 (file)
 
 #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;
-float *aliasvertcolor;
-float *aliasvertcolor2;
-zymbonematrix *zymbonepose;
-int *aliasvertusage;
-
-rmeshinfo_t aliasmeshinfo;
-
-rtexture_t *chrometexture;
-
-int arraylocked = false;
-void GL_LockArray(int first, int count)
-{
-       if (gl_supportslockarrays && gl_lockarrays.integer)
-       {
-               qglLockArraysEXT(first, count);
-               arraylocked = true;
-       }
-}
-
-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);
-}
-*/
-
-rtexturepool_t *chrometexturepool;
-
-// currently unused reflection effect texture
-void makechrometexture(void)
-{
-       int i;
-       byte noise[64*64];
-       byte data[64*64][4];
-
-       fractalnoise(noise, 64, 8);
-
-       // convert to RGBA data
-       for (i = 0;i < 64*64;i++)
-       {
-               data[i][0] = data[i][1] = data[i][2] = noise[i];
-               data[i][3] = 255;
-       }
-
-       chrometexture = R_LoadTexture (chrometexturepool, "chrometexture", 64, 64, &data[0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
-}
-
-mempool_t *gl_models_mempool;
-
-void gl_models_start(void)
-{
-       // allocate vertex processing arrays
-       gl_models_mempool = Mem_AllocPool("GL_Models");
-       aliasvert = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertcolor = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
-       zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
-       aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
-       chrometexturepool = R_AllocTexturePool();
-       makechrometexture();
-}
-
-void gl_models_shutdown(void)
-{
-       R_FreeTexturePool(&chrometexturepool);
-       Mem_FreePool(&gl_models_mempool);
-}
-
-void gl_models_newmap(void)
-{
-}
+#include "r_shadow.h"
 
 void GL_Models_Init(void)
 {
-//     Cvar_RegisterVariable(&gl_transform);
-       Cvar_RegisterVariable(&gl_lockarrays);
-
-       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
-}
-
-void R_AliasTransformVerts(int vertcount)
-{
-       vec3_t point;
-       float *av, *avn;
-       av = aliasvert;
-       avn = aliasvertnorm;
-       while (vertcount >= 4)
-       {
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               vertcount -= 4;
-       }
-       while(vertcount > 0)
-       {
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               vertcount--;
-       }
 }
 
-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)
+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;
-       float *n1, *n2, *n3, *n4;
-       float *av, *avn;
-       av = aliasvert;
-       avn = aliasvertnorm;
-       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 += 3;
-                                       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 += 3;
-                                       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 += 3;
-                               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 += 3;
-                               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 += 3;
-                               avn += 3;
-                               verts1++;
-                       }
-               }
+                       memcpy(out3f, verts1, vertcount * sizeof(float[3]));
        }
 }
 
-void GL_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue)
+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)
 {
-       aliasmeshinfo.tex[0] = R_GetTexture(skin);
-       aliasmeshinfo.color = colors;
-       if (colors == NULL)
+       model_t *model = ent->model;
+       if (model->numskins)
        {
-               aliasmeshinfo.cr = cred;
-               aliasmeshinfo.cg = cgreen;
-               aliasmeshinfo.cb = cblue;
-               aliasmeshinfo.ca = currentrenderentity->alpha;
+               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;
        }
-
-       R_Mesh_Draw(&aliasmeshinfo);
-
-       // leave it in a state for additional passes
-       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-       aliasmeshinfo.blendfunc2 = GL_ONE;
-}
-
-void R_TintModel(float *in, float *out, int verts, float r, float g, float b)
-{
-       int i;
-       for (i = 0;i < verts;i++)
+       else
        {
-               out[0] = in[0] * r;
-               out[1] = in[1] * g;
-               out[2] = in[2] * b;
-               out[3] = in[3];
-               in += 4;
-               out += 4;
+               r_aliasnoskinlayers[0].texture = r_notexture;
+               return &r_aliasnoskin;
        }
 }
 
-void R_SetupMDLMD2Frames(skinframe_t **skinframe)
+void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
-       md2frame_t *frame1, *frame2, *frame3, *frame4;
-       trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
-       model_t *model;
-       model = currentrenderentity->model;
-
-       if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
-               *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
-       else
-               *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
-
-       softwaretransformforentity(currentrenderentity);
-
-       frame1 = &model->mdlmd2data_frames[currentrenderentity->frameblend[0].frame];
-       frame2 = &model->mdlmd2data_frames[currentrenderentity->frameblend[1].frame];
-       frame3 = &model->mdlmd2data_frames[currentrenderentity->frameblend[2].frame];
-       frame4 = &model->mdlmd2data_frames[currentrenderentity->frameblend[3].frame];
-       frame1verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[0].frame * model->numverts];
-       frame2verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[1].frame * model->numverts];
-       frame3verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[2].frame * model->numverts];
-       frame4verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[3].frame * model->numverts];
-       /*
-       if (currentrenderentity->frameblend[0].lerp)
-               Con_Printf("frame1: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame1->name, frame1->scale[0], frame1->scale[1], frame1->scale[2], frame1->translate[0], frame1->translate[1], frame1->translate[2]);
-       if (currentrenderentity->frameblend[1].lerp)
-               Con_Printf("frame2: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame2->name, frame2->scale[0], frame2->scale[1], frame2->scale[2], frame2->translate[0], frame2->translate[1], frame2->translate[2]);
-       if (currentrenderentity->frameblend[2].lerp)
-               Con_Printf("frame3: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame3->name, frame3->scale[0], frame3->scale[1], frame3->scale[2], frame3->translate[0], frame3->translate[1], frame3->translate[2]);
-       if (currentrenderentity->frameblend[3].lerp)
-               Con_Printf("frame4: %i/%i %s scale %f %f %f translate %f %f %f\n", currentrenderentity->frameblend[0].frame, model->numframes, frame4->name, frame4->scale[0], frame4->scale[1], frame4->scale[2], frame4->translate[0], frame4->translate[1], frame4->translate[2]);
-       */
-       R_AliasLerpVerts(model->numverts,
-               currentrenderentity->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
-               currentrenderentity->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
-               currentrenderentity->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
-               currentrenderentity->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
-       R_AliasTransformVerts(model->numverts);
-
-       R_LightModel(model->numverts);
-}
-
-void R_DrawQ1AliasModel (void)
-{
-       float fog;
+       int c, fullbright, layernum, firstpass, generatenormals = true;
+       float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
        vec3_t diff;
-       model_t *model;
-       skinframe_t *skinframe;
-
-       model = currentrenderentity->model;
-
-       R_SetupMDLMD2Frames(&skinframe);
-
-       memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
+       qbyte *bcolor;
+       rmeshstate_t m;
+       const entity_render_t *ent = calldata1;
+       aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
+       aliaslayer_t *layer;
+       aliasskin_t *skin;
 
-       aliasmeshinfo.vertex = aliasvert;
-       aliasmeshinfo.vertexstep = sizeof(float[3]);
-       aliasmeshinfo.numverts = model->numverts;
-       aliasmeshinfo.numtriangles = model->numtris;
-       aliasmeshinfo.index = model->mdldata_indices;
-       aliasmeshinfo.colorstep = sizeof(float[4]);
-       aliasmeshinfo.texcoords[0] = model->mdldata_texcoords;
-       aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
+       R_Mesh_Matrix(&ent->matrix);
 
        fog = 0;
        if (fogenabled)
        {
-               VectorSubtract(currentrenderentity->origin, r_origin, diff);
-               fog = exp(fogdensity/DotProduct(diff,diff));
+               VectorSubtract(ent->origin, r_vieworigin, diff);
+               fog = DotProduct(diff,diff);
+               if (fog < 0.01f)
+                       fog = 0.01f;
+               fog = exp(fogdensity/fog);
                if (fog > 1)
                        fog = 1;
                if (fog < 0.01f)
@@ -375,573 +137,230 @@ void R_DrawQ1AliasModel (void)
                // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
                // 2. render fog as additive
        }
+       ifog = 1 - fog;
 
-       if (currentrenderentity->effects & EF_ADDITIVE)
-       {
-               aliasmeshinfo.transparent = true;
-               aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-               aliasmeshinfo.blendfunc2 = GL_ONE;
-       }
-       else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
+       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++)
        {
-               aliasmeshinfo.transparent = true;
-               aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-               aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               aliasmeshinfo.transparent = false;
-               aliasmeshinfo.blendfunc1 = GL_ONE;
-               aliasmeshinfo.blendfunc2 = GL_ZERO;
-       }
-
-       // darken source
-       if (fog)
-               R_TintModel(aliasvertcolor, aliasvertcolor, model->numverts, 1 - fog, 1 - fog, 1 - fog);
-
-       if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
-       {
-               if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
+               if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
                {
-                       int c;
-                       byte *color;
-                       if (skinframe->base)
-                               GL_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
-                       if (skinframe->pants)
-                       {
-                               c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
-                               color = (byte *) (&d_8to24table[c]);
-                               if (c >= 224) // fullbright ranges
-                                       GL_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
-                               else
-                               {
-                                       R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
-                                       GL_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
-                               }
-                       }
-                       if (skinframe->shirt)
-                       {
-                               c = currentrenderentity->colormap & 0xF0      ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
-                               color = (byte *) (&d_8to24table[c]);
-                               if (c >= 224) // fullbright ranges
-                                       GL_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
-                               else
-                               {
-                                       R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
-                                       GL_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
-                               }
-                       }
+                       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;
                }
-               else
+               if (!firstpass || (ent->effects & EF_ADDITIVE))
                {
-                       if (skinframe->merged)
-                               GL_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
-                       else
-                       {
-                               if (skinframe->base) GL_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
-                               if (skinframe->pants) GL_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
-                               if (skinframe->shirt) GL_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
-                       }
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
                }
-               if (skinframe->glow) GL_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
-       }
-       else
-               GL_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
-
-       if (fog)
-       {
-               aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog);
-               aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-               aliasmeshinfo.blendfunc2 = GL_ONE;
-               aliasmeshinfo.color = NULL;
-
-               aliasmeshinfo.cr = fogcolor[0];
-               aliasmeshinfo.cg = fogcolor[1];
-               aliasmeshinfo.cb = fogcolor[2];
-               aliasmeshinfo.ca = currentrenderentity->alpha * fog;
-
-               R_Mesh_Draw(&aliasmeshinfo);
-       }
-}
-
-void R_DrawQ2AliasModel (void)
-{
-       int *order, count;
-       vec3_t diff;
-       skinframe_t *skinframe;
-       model_t *model;
-
-       model = currentrenderentity->model;
-
-       R_SetupMDLMD2Frames(&skinframe);
-
-       if (!r_render.integer)
-               return;
-
-       // FIXME FIXME FIXME rewrite loader to convert to triangle mesh
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skinframe->base));
-
-       if (currentrenderentity->effects & EF_ADDITIVE)
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(skinframe->base))
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else
-       {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
-       }
-
-       // 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_FLOAT, sizeof(float[4]), aliasvertcolor);
-       glEnableClientState(GL_VERTEX_ARRAY);
-       glEnableClientState(GL_COLOR_ARRAY);
-
-       GL_LockArray(0, model->numverts);
-
-       order = model->md2data_glcmds;
-       while(1)
-       {
-               if (!(count = *order++))
-                       break;
-               if (count > 0)
-                       glBegin(GL_TRIANGLE_STRIP);
-               else
+               else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
                {
-                       glBegin(GL_TRIANGLE_FAN);
-                       count = -count;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
                }
-               do
+               else
                {
-                       glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                       glArrayElement(order[2]);
-                       order += 3;
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
                }
-               while (count--);
-       }
-
-       GL_UnlockArray();
+               GL_DepthTest(true);
+               firstpass = false;
+               colorscale = 1.0f;
 
-       glDisableClientState(GL_COLOR_ARRAY);
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-       if (fogenabled)
-       {
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-
-               VectorSubtract(currentrenderentity->origin, r_origin, diff);
-               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)));
-
-               // 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);
-               glEnableClientState(GL_VERTEX_ARRAY);
-
-               GL_LockArray(0, model->numverts);
-
-               order = model->md2data_glcmds;
-               while(1)
+               memset(&m, 0, sizeof(m));
+               if (layer->texture != NULL)
                {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
-                       {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
-                       }
-                       do
+                       m.tex[0] = R_GetTexture(layer->texture);
+                       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+                       if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
                        {
-                               glArrayElement(order[2]);
-                               order += 3;
+                               colorscale *= 0.25f;
+                               m.texrgbscale[0] = 4;
                        }
-                       while (count--);
                }
+               m.pointer_vertex = varray_vertex3f;
 
-               GL_UnlockArray();
-
-               glDisableClientState(GL_VERTEX_ARRAY);
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
-}
-
-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)
-       {
-               bone2 = bonebase + blend[1].frame * count;
-               lerp2 = blend[1].lerp;
-               if (blend[2].lerp)
+               c_alias_polys += mesh->num_triangles;
+               if (layer->flags & ALIASLAYER_FOG)
                {
-                       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
-                       {
-                               // 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++;
-                               }
-                       }
+                       colorscale *= fog;
+                       GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
                }
                else
                {
-                       // 2 poses
-                       while(count--)
+                       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 + 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++;
+                               // 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
-       {
-               // 1 pose
-               if (lerp1 != 1)
-               {
-                       // lerp != 1.0
-                       while(count--)
-                       {
-                               // 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
-                                       R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
-                               bone1++;
-                               bone++;
-                               out++;
-                       }
-               }
-               else
-               {
-                       // lerp == 1.0
-                       while(count--)
+                       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], &bone1->m[0], &out->m[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], &bone1->m[0], &out->m[0]);
-                               bone1++;
-                               bone++;
-                               out++;
+                                       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);
        }
 }
 
-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)
-               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 += 3;
+                       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];
-       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);
-                       VectorNormalizeFast(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--)
+       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++)
                {
-                       a = ixtable[*u];
-                       out[0] *= a;
-                       out[1] *= a;
-                       out[2] *= a;
+                       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 GL_DrawZymoticModelMesh(zymtype1header_t *m)
+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)
 {
-       int i, *renderlist;
-       rtexture_t **texture;
+       int c, meshnum, layernum;
+       float fog, ifog, lightcolor2[3];
+       vec3_t diff;
+       qbyte *bcolor;
+       aliasmesh_t *mesh;
+       aliaslayer_t *layer;
+       aliasskin_t *skin;
 
-       // FIXME: do better fog
-       renderlist = (int *)(m->lump_render.start + (int) m);
-       texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
+       if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
+               return;
 
-       aliasmeshinfo.vertex = aliasvert;
-       aliasmeshinfo.vertexstep = sizeof(float[3]);
-       aliasmeshinfo.color = aliasvertcolor;
-       aliasmeshinfo.colorstep = sizeof(float[4]);
-       aliasmeshinfo.texcoords[0] = (float *)(m->lump_texcoords.start + (int) m);
-       aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
+       R_Mesh_Matrix(&ent->matrix);
 
-       for (i = 0;i < m->numshaders;i++)
+       fog = 0;
+       if (fogenabled)
        {
-               aliasmeshinfo.tex[0] = R_GetTexture(*texture);
-               aliasmeshinfo.tex[1] = 0;
-               if (currentrenderentity->effects & EF_ADDITIVE)
-               {
-                       aliasmeshinfo.transparent = true;
-                       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-                       aliasmeshinfo.blendfunc2 = GL_ONE;
-               }
-               else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(*texture))
-               {
-                       aliasmeshinfo.transparent = true;
-                       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-                       aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-               }
-               else
-               {
-                       aliasmeshinfo.transparent = false;
-                       aliasmeshinfo.blendfunc1 = GL_ONE;
-                       aliasmeshinfo.blendfunc2 = GL_ZERO;
-               }
-               aliasmeshinfo.numtriangles = *renderlist++;
-               aliasmeshinfo.index = renderlist;
-               R_Mesh_Draw(&aliasmeshinfo);
-               renderlist += aliasmeshinfo.numtriangles * 3;
+               VectorSubtract(ent->origin, r_vieworigin, diff);
+               fog = DotProduct(diff,diff);
+               if (fog < 0.01f)
+                       fog = 0.01f;
+               fog = exp(fogdensity/fog);
+               if (fog > 1)
+                       fog = 1;
+               if (fog < 0.01f)
+                       fog = 0;
+               // fog method: darken, additive fog
+               // 1. render model as normal, scaled by inverse of fog alpha (darkens it)
+               // 2. render fog as additive
        }
-}
-
-void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
-{
-       int i, *renderlist;
-       vec3_t diff;
-
-       // FIXME: do better fog
-       renderlist = (int *)(m->lump_render.start + (int) m);
-
-       aliasmeshinfo.tex[0] = 0;
-       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-       aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       ifog = 1 - fog;
 
-       VectorSubtract(org, r_origin, diff);
-       aliasmeshinfo.cr = fogcolor[0];
-       aliasmeshinfo.cg = fogcolor[1];
-       aliasmeshinfo.cb = fogcolor[2];
-       aliasmeshinfo.ca = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
-
-       for (i = 0;i < m->numshaders;i++)
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
-               aliasmeshinfo.numtriangles = *renderlist++;
-               aliasmeshinfo.index = renderlist;
-               R_Mesh_Draw(&aliasmeshinfo);
-               renderlist += aliasmeshinfo.numtriangles * 3;
+               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_DrawZymoticModel (void)
-{
-       zymtype1header_t *m;
-
-       // FIXME: do better fog
-       m = currentrenderentity->model->zymdata_header;
-       ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m), currentrenderentity->origin, currentrenderentity->angles, currentrenderentity->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(m->numverts);
-
-       memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
-       aliasmeshinfo.numverts = m->numverts;
-
-       GL_DrawZymoticModelMesh(m);
-
-       if (fogenabled)
-               GL_DrawZymoticModelMeshFog(currentrenderentity->origin, m);
-}
-
-void R_DrawAliasModel (void)
-{
-       if (currentrenderentity->alpha < (1.0f / 64.0f))
-               return; // basically completely transparent
-
-       c_models++;
-
-       c_alias_polys += currentrenderentity->model->numtris;
-       if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
-               R_DrawZymoticModel ();
-       else if (currentrenderentity->model->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasModel ();
-       else
-               R_DrawQ1AliasModel   ();
-}