]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
changed R_Shadow_RenderLighting to do full base+pants+shirt+gloss rendering in one...
[xonotic/darkplaces.git] / gl_models.c
index fac269f945a9c5f23060c9374eb8bfdf08af0636..3408cedf703d840b9aaea43e5fa1ca29af20969c 100644 (file)
 
 #include "quakedef.h"
-#include "cl_collision.h"
 #include "r_shadow.h"
 
-typedef struct
-{
-       float m[3][4];
-} zymbonematrix;
-
-// LordHavoc: vertex arrays
-int aliasvertmax = 0;
-void *aliasvertarrays = NULL;
-float *aliasvertcolor4fbuf = NULL;
-float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-float *aliasvert_vertex3f = NULL;
-float *aliasvert_svector3f = NULL;
-float *aliasvert_tvector3f = NULL;
-float *aliasvert_normal3f = NULL;
-
-float *aliasvertcolor2_4f = NULL;
-int *aliasvertusage;
-zymbonematrix *zymbonepose;
-
-mempool_t *gl_models_mempool;
-
-#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
-
-void gl_models_allocarrays(int newmax)
-{
-       qbyte *data;
-       aliasvertmax = newmax;
-       if (aliasvertarrays != NULL)
-               Mem_Free(aliasvertarrays);
-       aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3+3]) + sizeof(int[3])));
-       data = aliasvertarrays;
-       aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
-       aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
-       aliasvert_vertex3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
-       aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
-       aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
-       aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
-       aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
-}
-
-void gl_models_freearrays(void)
-{
-       aliasvertmax = 0;
-       if (aliasvertarrays != NULL)
-               Mem_Free(aliasvertarrays);
-       aliasvertarrays = NULL;
-       aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
-       aliasvertcolor2_4f = NULL;
-       aliasvert_vertex3f = NULL;
-       aliasvert_svector3f = NULL;
-       aliasvert_tvector3f = NULL;
-       aliasvert_normal3f = NULL;
-       aliasvertusage = NULL;
-}
-
-void gl_models_start(void)
-{
-       // allocate vertex processing arrays
-       gl_models_mempool = Mem_AllocPool("GL_Models", 0, NULL);
-       zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
-       gl_models_allocarrays(4096);
-}
-
-void gl_models_shutdown(void)
-{
-       gl_models_freearrays();
-       Mem_FreePool(&gl_models_mempool);
-}
-
-void gl_models_newmap(void)
-{
-}
-
 void GL_Models_Init(void)
 {
-       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
 }
 
-#define MODELARRAY_VERTEX 0
-#define MODELARRAY_SVECTOR 1
-#define MODELARRAY_TVECTOR 2
-#define MODELARRAY_NORMAL 3
-
-void R_Model_Alias_GetMesh_Array3f(const entity_render_t *ent, const aliasmesh_t *mesh, int whicharray, float *out3f)
-{
-       int i, vertcount;
-       float lerp1, lerp2, lerp3, lerp4;
-       const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
-
-       switch(whicharray)
-       {
-       case MODELARRAY_VERTEX:vertsbase = mesh->data_aliasvertex3f;break;
-       case MODELARRAY_SVECTOR:vertsbase = mesh->data_aliassvector3f;break;
-       case MODELARRAY_TVECTOR:vertsbase = mesh->data_aliastvector3f;break;
-       case MODELARRAY_NORMAL:vertsbase = mesh->data_aliasnormal3f;break;
-       default:
-               Host_Error("R_Model_Alias_GetBlendedArray: unknown whicharray %i\n", whicharray);
-               return;
-       }
-
-       vertcount = mesh->num_vertices;
-       verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
-       lerp1 = ent->frameblend[0].lerp;
-       if (ent->frameblend[1].lerp)
-       {
-               verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
-               lerp2 = ent->frameblend[1].lerp;
-               if (ent->frameblend[2].lerp)
-               {
-                       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
-               memcpy(out3f, verts1, vertcount * sizeof(float[3]));
-}
-
-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)
+static texture_t r_aliasnotexture;
+static texture_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
 {
        model_t *model = ent->model;
        if (model->numskins)
@@ -144,7 +16,7 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes
                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;
+                       s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
                else
                        s = model->skinscenes[s].firstframe;
                if (s >= mesh->num_skins)
@@ -153,22 +25,23 @@ aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mes
        }
        else
        {
-               r_aliasnoskinlayers[0].texture = r_notexture;
-               return &r_aliasnoskin;
+               memset(&r_aliasnotexture, 0, sizeof(r_aliasnotexture));
+               r_aliasnotexture.skin.base = r_texture_notexture;
+               return &r_aliasnotexture;
        }
 }
 
-void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
+static void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
-       int c, fullbright, layernum, firstpass;
-       float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
+       int c, fbbase, fbpants, fbshirt, doglow;
+       float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3], colorbase[3], colorpants[3], colorshirt[3];
+       float *vertex3f, *normal3f;
        vec3_t diff;
        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;
+       texture_t *texture;
 
        R_Mesh_Matrix(&ent->matrix);
 
@@ -190,96 +63,191 @@ void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
        }
        ifog = 1 - fog;
 
-       firstpass = true;
-       skin = R_FetchAliasSkin(ent, mesh);
-       for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+       VectorScale(ent->colormod, ifog, colorbase);
+       VectorClear(colorpants);
+       VectorClear(colorshirt);
+       fbbase = ent->effects & EF_FULLBRIGHT;
+       fbpants = fbbase;
+       fbshirt = fbbase;
+       if (ent->colormap >= 0)
        {
-               if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
-               {
-                       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 (!firstpass || (ent->effects & EF_ADDITIVE))
-               {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-               }
-               else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
-               {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       GL_DepthMask(false);
-               }
-               else
+               // 128-224 are backwards ranges
+               c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+               if (c >= 224)
+                       fbpants = true;
+               bcolor = (qbyte *) (&palette_complete[c]);
+               colorpants[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
+               colorpants[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
+               colorpants[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
+               // 128-224 are backwards ranges
+               c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+               if (c >= 224)
+                       fbshirt = true;
+               bcolor = (qbyte *) (&palette_complete[c]);
+               colorshirt[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
+               colorshirt[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
+               colorshirt[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
+       }
+
+       texture = R_FetchAliasSkin(ent, mesh);
+
+       if ((ent->effects & EF_ADDITIVE))
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+       }
+       else if (texture->skin.fog || ent->alpha != 1.0)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
+       }
+       else
+       {
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+       }
+       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       colorscale = 1.0f;
+       if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+       {
+               vertex3f = mesh->data_basevertex3f;
+               normal3f = mesh->data_basenormal3f;
+       }
+       else
+       {
+               vertex3f = varray_vertex3f;
+               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+               normal3f = NULL;
+       }
+
+       doglow = texture->skin.glow != NULL;
+
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+       if (gl_combine.integer)
+       {
+               colorscale *= 0.25f;
+               m.texrgbscale[0] = 4;
+       }
+
+       m.tex[0] = R_GetTexture((ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged);
+       VectorScale(colorbase, colorscale, tint);
+       m.pointer_color = NULL;
+       if (fbbase)
+               GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+       else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
+       {
+               m.pointer_color = varray_color4f;
+               if (normal3f == NULL)
                {
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       GL_DepthMask(true);
+                       normal3f = varray_normal3f;
+                       Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
                }
-               GL_DepthTest(true);
-               firstpass = false;
-               expandaliasvert(mesh->num_vertices);
-               colorscale = 1.0f;
+               R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
+       }
+       else
+               GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+       if (gl_combine.integer && doglow)
+       {
+               doglow = false;
+               m.tex[1] = R_GetTexture(texture->skin.glow);
+               m.pointer_texcoord[1] = mesh->data_texcoord2f;
+               m.texcombinergb[1] = GL_ADD;
+       }
+       R_Mesh_State(&m);
+       c_alias_polys += mesh->num_triangles;
+       GL_LockArrays(0, mesh->num_vertices);
+       R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+       GL_LockArrays(0, 0);
+       m.tex[1] = 0;
+       m.pointer_texcoord[1] = NULL;
+       m.texcombinergb[1] = 0;
 
-               memset(&m, 0, sizeof(m));
-               if (layer->texture != NULL)
+       VectorScale(colorpants, colorscale, tint);
+       if (ent->colormap >= 0 && texture->skin.pants && VectorLength2(tint) >= 0.001)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.pants);
+               m.pointer_color = NULL;
+               if (fbpants)
+                       GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+               else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
                {
-                       m.tex[0] = R_GetTexture(layer->texture);
-                       m.pointer_texcoord[0] = mesh->data_texcoord2f;
-                       if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
+                       m.pointer_color = varray_color4f;
+                       if (normal3f == NULL)
                        {
-                               colorscale *= 0.25f;
-                               m.texrgbscale[0] = 4;
+                               normal3f = varray_normal3f;
+                               Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
                        }
-               }
-               m.pointer_vertex = varray_vertex3f;
-
-               c_alias_polys += mesh->num_triangles;
-               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
-               if (layer->flags & ALIASLAYER_FOG)
-               {
-                       colorscale *= fog;
-                       GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
+                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
                }
                else
+                       GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+               R_Mesh_State(&m);
+               c_alias_polys += mesh->num_triangles;
+               GL_LockArrays(0, mesh->num_vertices);
+               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+               GL_LockArrays(0, 0);
+       }
+
+       VectorScale(colorshirt, colorscale, tint);
+       if (ent->colormap >= 0 && texture->skin.shirt && VectorLength2(tint) >= 0.001)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.shirt);
+               m.pointer_color = NULL;
+               if (fbshirt)
+                       GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+               else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
                {
-                       fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
-                       if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
-                       {
-                               // 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
-                               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
+                       m.pointer_color = varray_color4f;
+                       if (normal3f == NULL)
                        {
-                               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
-                               {
-                                       m.pointer_color = varray_color4f;
-                                       R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, varray_normal3f);
-                                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, varray_vertex3f, varray_normal3f, varray_color4f);
-                               }
-                               else
-                                       GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+                               normal3f = varray_normal3f;
+                               Mod_BuildNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
                        }
+                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
                }
+               else
+                       GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
                R_Mesh_State(&m);
+               c_alias_polys += mesh->num_triangles;
                GL_LockArrays(0, mesh->num_vertices);
-               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+               GL_LockArrays(0, 0);
+       }
+
+       colorscale = 1;
+       m.texrgbscale[0] = 0;
+
+       if (texture->skin.glow)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.glow);
+               m.pointer_color = NULL;
+               GL_Color(1, 1, 1, ent->alpha);
+               R_Mesh_State(&m);
+               c_alias_polys += mesh->num_triangles;
+               GL_LockArrays(0, mesh->num_vertices);
+               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+               GL_LockArrays(0, 0);
+       }
+
+       if (fog > 0)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.fog);
+               m.pointer_color = NULL;
+               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], fog * ent->alpha);
+               R_Mesh_State(&m);
+               c_alias_polys += mesh->num_triangles;
+               GL_LockArrays(0, mesh->num_vertices);
+               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
                GL_LockArrays(0, 0);
        }
 }
@@ -295,20 +263,23 @@ void R_Model_Alias_Draw(entity_render_t *ent)
 
        for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
-               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
-                       R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
+               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->skin.fog)
+                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum);
                else
                        R_DrawAliasModelCallback(ent, meshnum);
        }
 }
 
-void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        int meshnum;
        aliasmesh_t *mesh;
-       aliasskin_t *skin;
-       float projectdistance;
-       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+       texture_t *texture;
+       float projectdistance, *vertex3f;
+       if (!(ent->flags & RENDER_SHADOW))
+               return;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
                return;
        projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
        if (projectdistance > 0.1)
@@ -316,27 +287,33 @@ void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightor
                R_Mesh_Matrix(&ent->matrix);
                for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
                {
-                       skin = R_FetchAliasSkin(ent, mesh);
-                       if (skin->flags & ALIASSKIN_TRANSPARENT)
+                       texture = R_FetchAliasSkin(ent, mesh);
+                       if (texture->skin.fog)
                                continue;
-                       R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
-                       R_Shadow_VolumeFromSphere(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, lightradius);
+                       if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+                               vertex3f = mesh->data_basevertex3f;
+                       else
+                       {
+                               vertex3f = varray_vertex3f;
+                               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+                       }
+                       // identify lit faces within the bounding box
+                       R_Shadow_PrepareShadowMark(mesh->num_triangles);
+                       R_Shadow_MarkVolumeFromBox(0, mesh->num_triangles, vertex3f, mesh->data_element3i, relativelightorigin, lightmins, lightmaxs, ent->model->normalmins, ent->model->normalmaxs);
+                       R_Shadow_VolumeFromList(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
                }
        }
 }
 
-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)
+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, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
 {
-       int c, meshnum, layernum;
-       float fog, ifog, lightcolor2[3];
+       int c, meshnum;
+       float fog, ifog, lightcolorbase[3], lightcolorpants[3], lightcolorshirt[3];
+       float *vertex3f, *svector3f, *tvector3f, *normal3f;
        vec3_t diff;
        qbyte *bcolor;
        aliasmesh_t *mesh;
-       aliaslayer_t *layer;
-       aliasskin_t *skin;
-
-       if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
-               return;
+       texture_t *texture;
 
        R_Mesh_Matrix(&ent->matrix);
 
@@ -358,459 +335,59 @@ void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        }
        ifog = 1 - fog;
 
-       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
-       {
-               skin = R_FetchAliasSkin(ent, mesh);
-               if (skin->flags & ALIASSKIN_TRANSPARENT)
-                       continue;
-               expandaliasvert(mesh->num_vertices);
-               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, aliasvert_vertex3f);
-               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_SVECTOR, aliasvert_svector3f);
-               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_TVECTOR, aliasvert_tvector3f);
-               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_NORMAL, aliasvert_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, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_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, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolor2, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, layer->texture, lightcubemap, LIGHTING_DIFFUSE);
-                       }
-               }
-       }
-}
-
-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;
-
-       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)
-               {
-                       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;
-                               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++;
-                               }
-                       }
-               }
-               else
-               {
-                       // 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++;
-                       }
-               }
-       }
-       else
+       VectorScale(lightcolor, ifog, lightcolorbase);
+       if (VectorLength2(lightcolorbase) < 0.001)
+               return;
+       VectorClear(lightcolorpants);
+       VectorClear(lightcolorshirt);
+       if (ent->colormap >= 0)
        {
-               // 1 pose
-               if (lerp1 != 1)
+               // 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)
                {
-                       // lerp != 1.0
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               // 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++;
-                       }
+                       bcolor = (qbyte *) (&palette_complete[c]);
+                       lightcolorpants[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+                       lightcolorpants[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+                       lightcolorpants[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
                }
-               else
+               // 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)
                {
-                       // lerp == 1.0
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone++;
-                       }
+                       bcolor = (qbyte *) (&palette_complete[c]);
+                       lightcolorshirt[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+                       lightcolorshirt[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+                       lightcolorshirt[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
                }
        }
-       return true;
-}
 
-void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
-{
-       int c;
-       float *out = vertex;
-       zymbonematrix *matrix;
-       while(vertcount--)
+       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)
+               texture = R_FetchAliasSkin(ent, mesh);
+               // FIXME: transparent skins need to be lit during the transparent render
+               if (texture->skin.fog)
+                       continue;
+               if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 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++;
+                       vertex3f = mesh->data_basevertex3f;
+                       svector3f = mesh->data_basesvector3f;
+                       tvector3f = mesh->data_basetvector3f;
+                       normal3f = mesh->data_basenormal3f;
                }
                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;
-       }
-}
-
-void ZymoticCalcNormal3f(int vertcount, float *vertex3f, float *normal3f, int shadercount, int *renderlist)
-{
-       int a, b, c, d;
-       float *out, v1[3], v2[3], normal[3], s;
-       int *u;
-       // clear normals
-       memset(normal3f, 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] = vertex3f[a+0] - vertex3f[b+0];
-                       v1[1] = vertex3f[a+1] - vertex3f[b+1];
-                       v1[2] = vertex3f[a+2] - vertex3f[b+2];
-                       v2[0] = vertex3f[c+0] - vertex3f[b+0];
-                       v2[1] = vertex3f[c+1] - vertex3f[b+1];
-                       v2[2] = vertex3f[c+2] - vertex3f[b+2];
-                       CrossProduct(v1, v2, normal);
-                       VectorNormalizeFast(normal);
-                       // add surface normal to vertices
-                       a = renderlist[0] * 3;
-                       normal3f[a+0] += normal[0];
-                       normal3f[a+1] += normal[1];
-                       normal3f[a+2] += normal[2];
-                       aliasvertusage[renderlist[0]]++;
-                       a = renderlist[1] * 3;
-                       normal3f[a+0] += normal[0];
-                       normal3f[a+1] += normal[1];
-                       normal3f[a+2] += normal[2];
-                       aliasvertusage[renderlist[1]]++;
-                       a = renderlist[2] * 3;
-                       normal3f[a+0] += normal[0];
-                       normal3f[a+1] += normal[1];
-                       normal3f[a+2] += normal[2];
-                       aliasvertusage[renderlist[2]]++;
-                       renderlist += 3;
-               }
-       }
-       // FIXME: precalc this
-       // average surface normals
-       out = normal3f;
-       u = aliasvertusage;
-       while(vertcount--)
-       {
-               if (*u > 1)
-               {
-                       s = ixtable[*u];
-                       out[0] *= s;
-                       out[1] *= s;
-                       out[2] *= s;
+                       vertex3f = varray_vertex3f;
+                       svector3f = varray_svector3f;
+                       tvector3f = varray_tvector3f;
+                       normal3f = varray_normal3f;
+                       Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+                       Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
                }
-               u++;
-               out += 3;
-       }
-}
-
-void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
-{
-       float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
-       vec3_t diff;
-       int i, *renderlist, *elements;
-       rtexture_t *texture;
-       rmeshstate_t mstate;
-       const entity_render_t *ent = calldata1;
-       int shadernum = calldata2;
-       int numverts, numtriangles;
-
-       R_Mesh_Matrix(&ent->matrix);
-
-       // find the vertex index list and texture
-       renderlist = ent->model->alias.zymdata_renderlist;
-       for (i = 0;i < shadernum;i++)
-               renderlist += renderlist[0] * 3 + 1;
-       texture = ent->model->alias.zymdata_textures[shadernum];
-
-       numverts = ent->model->alias.zymnum_verts;
-       numtriangles = *renderlist++;
-       elements = renderlist;
-
-       expandaliasvert(numverts);
-
-       fog = 0;
-       if (fogenabled)
-       {
-               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
-       }
-       ifog = 1 - fog;
-
-       if (ent->effects & EF_ADDITIVE)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-       }
-       else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-       }
-       else
-       {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-       }
-       GL_DepthTest(true);
-
-       memset(&mstate, 0, sizeof(mstate));
-       colorscale = 1.0f;
-       if (gl_combine.integer)
-       {
-               mstate.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
-       }
-       mstate.tex[0] = R_GetTexture(texture);
-       mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
-       mstate.pointer_vertex = varray_vertex3f;
-
-       ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
-
-       ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
-       ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
-       if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
-       {
-               mstate.pointer_color = varray_color4f;
-               R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, numverts, varray_vertex3f, aliasvert_normal3f, varray_color4f);
-       }
-       else
-               GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
-       R_Mesh_State(&mstate);
-       GL_LockArrays(0, numverts);
-       R_Mesh_Draw(numverts, numtriangles, elements);
-       GL_LockArrays(0, 0);
-       c_alias_polys += numtriangles;
-
-       if (fog)
-       {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-
-               memset(&mstate, 0, sizeof(mstate));
-               // FIXME: need alpha mask for fogging...
-               //mstate.tex[0] = R_GetTexture(texture);
-               //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
-               mstate.pointer_vertex = varray_vertex3f;
-               R_Mesh_State(&mstate);
-
-               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], ent->alpha * fog);
-               ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
-               R_Mesh_State(&mstate);
-               GL_LockArrays(0, numverts);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               GL_LockArrays(0, 0);
-               c_alias_polys += numtriangles;
-       }
-}
-
-void R_Model_Zymotic_Draw(entity_render_t *ent)
-{
-       int i;
-
-       if (ent->alpha < (1.0f / 64.0f))
-               return; // basically completely transparent
-
-       c_models++;
-
-       for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
-       {
-               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->alias.zymdata_textures[i]))
-                       R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
-               else
-                       R_DrawZymoticModelMeshCallback(ent, i);
+               c_alias_polys += mesh->num_triangles;
+               R_Shadow_RenderLighting(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorbase, lightcolorpants, lightcolorshirt, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, (ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged, ent->colormap >= 0 ? texture->skin.pants : 0, ent->colormap >= 0 ? texture->skin.shirt : 0, texture->skin.nmap, texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
        }
 }
 
-void R_Model_Zymotic_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
-{
-       // FIXME
-}
-
-void R_Model_Zymotic_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)
-{
-       // FIXME
-}
-