]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
transform matrix is now separate from R_Mesh_State, a new function called R_Mesh_Matr...
[xonotic/darkplaces.git] / gl_models.c
index 035e5b09486a1a6f451627789b3fa5621daccb70..38064f11425ccf43dd950384777f89f1e3190e2a 100644 (file)
@@ -1,96 +1,42 @@
 
 #include "quakedef.h"
 
-cvar_t gl_transform = {0, "gl_transform", "1"};
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+cvar_t r_quickmodels = {0, "r_quickmodels", "1"};
 
 typedef struct
 {
        float m[3][4];
 } zymbonematrix;
 
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
-byte *aliasvertcolor2;
-zymbonematrix *zymbonepose;
-int *aliasvertusage;
-
-rtexture_t *chrometexture;
-
-int arraylocked = false;
-void GL_LockArray(int first, int count)
-{
-       if (gl_supportslockarrays && gl_lockarrays.value)
-       {
-               qglLockArraysEXT(first, count);
-               arraylocked = true;
-       }
-}
-
-void GL_UnlockArray(void)
-{
-       if (arraylocked)
-       {
-               qglUnlockArraysEXT();
-               arraylocked = false;
-       }
-}
+// LordHavoc: vertex arrays
 
-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);
-}
+float *aliasvertbuf;
+float *aliasvertcolorbuf;
+float *aliasvert; // this may point at aliasvertbuf or at vertex arrays in the mesh backend
+float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
 
-// 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;
-       }
+float *aliasvertcolor2;
+float *aliasvertnorm;
+int *aliasvertusage;
+zymbonematrix *zymbonepose;
 
-       chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
-}
+mempool_t *gl_models_mempool;
 
 void gl_models_start(void)
 {
        // allocate vertex processing arrays
-       aliasvert = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertnorm = qmalloc(sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertcolor = qmalloc(sizeof(byte[MD2MAX_VERTS][4]));
-       aliasvertcolor2 = qmalloc(sizeof(byte[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
-       zymbonepose = qmalloc(sizeof(zymbonematrix[256]));
-       aliasvertusage = qmalloc(sizeof(int[MD2MAX_VERTS]));
-       makechrometexture();
+       gl_models_mempool = Mem_AllocPool("GL_Models");
+       aliasvert = aliasvertbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
+       aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
+       aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
+       aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
+       zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
+       aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
 }
 
 void gl_models_shutdown(void)
 {
-       qfree(aliasvert);
-       qfree(aliasvertnorm);
-       qfree(aliasvertcolor);
-       qfree(aliasvertcolor2);
-       qfree(zymbonepose);
-       qfree(aliasvertusage);
+       Mem_FreePool(&gl_models_mempool);
 }
 
 void gl_models_newmap(void)
@@ -99,54 +45,42 @@ void gl_models_newmap(void)
 
 void GL_Models_Init(void)
 {
-       Cvar_RegisterVariable(&gl_transform);
-       Cvar_RegisterVariable(&gl_lockarrays);
+       Cvar_RegisterVariable(&r_quickmodels);
 
        R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
 }
 
+/*
 void R_AliasTransformVerts(int vertcount)
 {
-       int i;
-       vec3_t point, matrix_x, matrix_y, matrix_z;
-       float *av, *avn;
+       vec3_t point;
+       float *av;
        av = aliasvert;
-       avn = aliasvertnorm;
-       matrix_x[0] = softwaretransform_x[0] * softwaretransform_scale;
-       matrix_x[1] = softwaretransform_y[0] * softwaretransform_scale;
-       matrix_x[2] = softwaretransform_z[0] * softwaretransform_scale;
-       matrix_y[0] = softwaretransform_x[1] * softwaretransform_scale;
-       matrix_y[1] = softwaretransform_y[1] * softwaretransform_scale;
-       matrix_y[2] = softwaretransform_z[1] * softwaretransform_scale;
-       matrix_z[0] = softwaretransform_x[2] * softwaretransform_scale;
-       matrix_z[1] = softwaretransform_y[2] * softwaretransform_scale;
-       matrix_z[2] = softwaretransform_z[2] * softwaretransform_scale;
-       for (i = 0;i < vertcount;i++)
+       while (vertcount >= 4)
        {
-               // rotate, scale, and translate the vertex locations
-               VectorCopy(av, point);
-               av[0] = DotProduct(point, matrix_x) + softwaretransform_offset[0];
-               av[1] = DotProduct(point, matrix_y) + softwaretransform_offset[1];
-               av[2] = DotProduct(point, matrix_z) + softwaretransform_offset[2];
-               // rotate the normals
-               VectorCopy(avn, point);
-               avn[0] = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
-               avn[1] = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
-               avn[2] = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
-               av += 3;
-               avn += 3;
+               VectorCopy(av, point);softwaretransform(point, av);av += 4;
+               VectorCopy(av, point);softwaretransform(point, av);av += 4;
+               VectorCopy(av, point);softwaretransform(point, av);av += 4;
+               VectorCopy(av, point);softwaretransform(point, av);av += 4;
+               vertcount -= 4;
+       }
+       while(vertcount > 0)
+       {
+               VectorCopy(av, point);softwaretransform(point, av);av += 4;
+               vertcount--;
        }
 }
+*/
 
 void R_AliasLerpVerts(int vertcount,
-                                         float 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)
+               float lerp1, const trivertx_t *verts1, const vec3_t fscale1, const vec3_t translate1,
+               float lerp2, const trivertx_t *verts2, const vec3_t fscale2, const vec3_t translate2,
+               float lerp3, const trivertx_t *verts3, const vec3_t fscale3, const vec3_t translate3,
+               float lerp4, const trivertx_t *verts4, const vec3_t fscale4, const vec3_t translate4)
 {
        int i;
        vec3_t scale1, scale2, scale3, scale4, translate;
-       float *n1, *n2, *n3, *n4;
+       const float *n1, *n2, *n3, *n4;
        float *av, *avn;
        av = aliasvert;
        avn = aliasvertnorm;
@@ -176,7 +110,7 @@ void R_AliasLerpVerts(int vertcount,
                                        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;
+                                       av += 4;
                                        avn += 3;
                                        verts1++;verts2++;verts3++;verts4++;
                                }
@@ -198,7 +132,7 @@ void R_AliasLerpVerts(int vertcount,
                                        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;
+                                       av += 4;
                                        avn += 3;
                                        verts1++;verts2++;verts3++;
                                }
@@ -220,7 +154,7 @@ void R_AliasLerpVerts(int vertcount,
                                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;
+                               av += 4;
                                avn += 3;
                                verts1++;verts2++;
                        }
@@ -244,7 +178,7 @@ void R_AliasLerpVerts(int vertcount,
                                avn[0] = n1[0] * lerp1;
                                avn[1] = n1[1] * lerp1;
                                avn[2] = n1[2] * lerp1;
-                               av += 3;
+                               av += 4;
                                avn += 3;
                                verts1++;
                        }
@@ -258,7 +192,7 @@ void R_AliasLerpVerts(int vertcount,
                                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;
+                               av += 4;
                                avn += 3;
                                verts1++;
                        }
@@ -266,312 +200,308 @@ void R_AliasLerpVerts(int vertcount,
        }
 }
 
-void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
+skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
 {
-       if (!r_render.value)
-               return;
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
-       if (!colors)
-       {
-               if (lighthalf)
-                       glColor3f(0.5f, 0.5f, 0.5f);
-               else
-                       glColor3f(1.0f, 1.0f, 1.0f);
-       }
-       if (colors)
-       {
-               glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors);
-               glEnableClientState(GL_COLOR_ARRAY);
-       }
-
-       glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
-
-       if (colors)
-               glDisableClientState(GL_COLOR_ARRAY);
-       // leave it in a state for additional passes
-       glDepthMask(0);
-       glEnable(GL_BLEND);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive
+       model_t *model = ent->model;
+       unsigned int s = (unsigned int) ent->skinnum;
+       if (s >= model->numskins)
+               s = 0;
+       if (model->skinscenes[s].framecount > 1)
+               return &model->skinframes[model->skinscenes[s].firstframe + (int) (cl.time * 10) % model->skinscenes[s].framecount];
+       else
+               return &model->skinframes[model->skinscenes[s].firstframe];
 }
 
-void R_TintModel(byte *in, byte *out, int verts, byte *color)
+void R_SetupMDLMD2Frames(const entity_render_t *ent, float colorr, float colorg, float colorb)
 {
-       int i;
-       byte r = color[0];
-       byte g = color[1];
-       byte b = color[2];
-       for (i = 0;i < verts;i++)
-       {
-               out[0] = (byte) ((in[0] * r) >> 8);
-               out[1] = (byte) ((in[1] * g) >> 8);
-               out[2] = (byte) ((in[2] * b) >> 8);
-               out[3] =          in[3];
-               in += 4;
-               out += 4;
-       }
+       const md2frame_t *frame1, *frame2, *frame3, *frame4;
+       const trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
+       const model_t *model = ent->model;
+
+       frame1 = &model->mdlmd2data_frames[ent->frameblend[0].frame];
+       frame2 = &model->mdlmd2data_frames[ent->frameblend[1].frame];
+       frame3 = &model->mdlmd2data_frames[ent->frameblend[2].frame];
+       frame4 = &model->mdlmd2data_frames[ent->frameblend[3].frame];
+       frame1verts = &model->mdlmd2data_pose[ent->frameblend[0].frame * model->numverts];
+       frame2verts = &model->mdlmd2data_pose[ent->frameblend[1].frame * model->numverts];
+       frame3verts = &model->mdlmd2data_pose[ent->frameblend[2].frame * model->numverts];
+       frame4verts = &model->mdlmd2data_pose[ent->frameblend[3].frame * model->numverts];
+       R_AliasLerpVerts(model->numverts,
+               ent->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
+               ent->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
+               ent->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
+               ent->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
+
+       R_LightModel(ent, model->numverts, colorr, colorg, colorb, false);
+
+       //R_AliasTransformVerts(model->numverts);
 }
 
-/*
-=================
-R_DrawAliasFrame
-
-=================
-*/
-void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor);
-void R_DrawAliasFrame (model_t *model, maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t **skin, int colormap, int effects, int flags)
+void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2)
 {
-       if (gl_transform.value)
-       {
-               if (r_render.value)
-               {
-                       glPushMatrix();
-                       GL_SetupModelTransform(org, angles, scale);
-               }
-       }
-       // always needed, for model lighting
-       softwaretransformforentity(ent);
-
-       R_AliasLerpVerts(maliashdr->numverts,
-               blend[0].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[0].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
-               blend[1].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[1].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
-               blend[2].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[2].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin,
-               blend[3].lerp, ((trivertx_t *)((int) maliashdr + maliashdr->posedata)) + blend[3].frame * maliashdr->numverts, maliashdr->scale, maliashdr->scale_origin);
-       if (!gl_transform.value)
-               R_AliasTransformVerts(maliashdr->numverts);
-
-       // prep the vertex array as early as possible
-       if (r_render.value)
+       int i, c, pantsfullbright, shirtfullbright, colormapped;
+       float pantscolor[3], shirtcolor[3];
+       float fog;
+       vec3_t diff;
+       qbyte *bcolor;
+       rmeshstate_t m;
+       model_t *model;
+       skinframe_t *skinframe;
+       const entity_render_t *ent = calldata1;
+       int blendfunc1, blendfunc2;
+
+//     softwaretransformforentity(ent);
+       R_Mesh_Matrix(&ent->matrix);
+
+       fog = 0;
+       if (fogenabled)
        {
-               glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (void *)((int) maliashdr->texdata + (int) maliashdr));
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-               GL_LockArray(0, maliashdr->numverts);
+               VectorSubtract(ent->origin, r_origin, 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
        }
 
-       R_LightModel(ent, maliashdr->numverts, org, color);
+       model = ent->model;
+       R_Mesh_ResizeCheck(model->numverts, model->numtris);
 
-       if (!r_render.value)
-               return;
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glShadeModel(GL_SMOOTH);
-       if (effects & EF_ADDITIVE)
+       skinframe = R_FetchSkinFrame(ent);
+
+       if (ent->effects & EF_ADDITIVE)
        {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
+               blendfunc1 = GL_SRC_ALPHA;
+               blendfunc2 = GL_ONE;
        }
-       else if (alpha != 1.0 || (model->flags2 & MODF_TRANSPARENT))
+       else if (ent->alpha != 1.0 || skinframe->fog != NULL)
        {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
+               blendfunc1 = GL_SRC_ALPHA;
+               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
        else
        {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
+               blendfunc1 = GL_ONE;
+               blendfunc2 = GL_ZERO;
        }
 
-       if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
+       if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
        {
-               if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
-               {
-                       int c;
-                       if (skin[0])
-                               GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
-                       if (skin[1])
-                       {
-                               c = (colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
-                               R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
-                               GL_DrawModelMesh(skin[1], aliasvertcolor2, maliashdr);
-                       }
-                       if (skin[2])
-                       {
-                               c = colormap & 0xF0      ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
-                               R_TintModel(aliasvertcolor, aliasvertcolor2, maliashdr->numverts, (byte *) (&d_8to24table[c]));
-                               GL_DrawModelMesh(skin[2], aliasvertcolor2, maliashdr);
-                       }
-               }
-               else
-               {
-                       if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
-                       else
-                       {
-                               if (skin[0]) GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
-                               if (skin[1]) GL_DrawModelMesh(skin[1], aliasvertcolor, maliashdr);
-                               if (skin[2]) GL_DrawModelMesh(skin[2], aliasvertcolor, maliashdr);
-                       }
-               }
-               if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
+               // untextured
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = blendfunc1;
+               m.blendfunc2 = blendfunc2;
+               m.wantoverbright = true;
+               m.tex[0] = R_GetTexture(r_notexture);
+               R_Mesh_State(&m);
+
+               c_alias_polys += model->numtris;
+               memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3]));
+               for (i = 0;i < model->numverts * 2;i++)
+                       varray_texcoord[0][i] = model->mdlmd2data_texcoords[i] * 8.0f;
+               aliasvert = varray_vertex;
+               aliasvertcolor = varray_color;
+               R_SetupMDLMD2Frames(ent, mesh_colorscale, mesh_colorscale, mesh_colorscale);
+               aliasvert = aliasvertbuf;
+               aliasvertcolor = aliasvertcolorbuf;
+               R_Mesh_Draw(model->numverts, model->numtris);
+               return;
        }
-       else
-               GL_DrawModelMesh(0, NULL, maliashdr);
-
-       if (fogenabled)
-       {
-               vec3_t diff;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-
-               VectorSubtract(org, r_origin, diff);
-               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
 
-               glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
 
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
+       colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
+       if (!colormapped && !fog && !skinframe->glow && !skinframe->fog)
+       {
+               // fastpath for the normal situation (one texture)
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = blendfunc1;
+               m.blendfunc2 = blendfunc2;
+               m.wantoverbright = true;
+               m.tex[0] = R_GetTexture(skinframe->merged);
+               R_Mesh_State(&m);
+
+               c_alias_polys += model->numtris;
+               memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3]));
+               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+               aliasvert = varray_vertex;
+               aliasvertcolor = varray_color;
+               R_SetupMDLMD2Frames(ent, mesh_colorscale, mesh_colorscale, mesh_colorscale);
+               aliasvert = aliasvertbuf;
+               aliasvertcolor = aliasvertcolorbuf;
+               R_Mesh_Draw(model->numverts, model->numtris);
+               return;
        }
-       GL_UnlockArray();
-       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
 
-       glPopMatrix();
-}
-
-/*
-=================
-R_DrawQ2AliasFrame
+       R_SetupMDLMD2Frames(ent, 1 - fog, 1 - fog, 1 - fog);
 
-=================
-*/
-void R_DrawQ2AliasFrame (model_t *model, md2mem_t *pheader, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t *skin, int effects, int flags)
-{
-       int *order, count;
-       md2frame_t *frame1, *frame2, *frame3, *frame4;
-
-       if (r_render.value)
-               glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
-
-       if (gl_transform.value)
+       if (colormapped)
        {
-               if (r_render.value)
-               {
-                       glPushMatrix();
-                       GL_SetupModelTransform(org, angles, scale);
-               }
+               // 128-224 are backwards ranges
+               c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+               bcolor = (qbyte *) (&d_8to24table[c]);
+               pantsfullbright = c >= 224;
+               VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
+               c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+               bcolor = (qbyte *) (&d_8to24table[c]);
+               shirtfullbright = c >= 224;
+               VectorScale(bcolor, (1.0f / 255.0f), shirtcolor);
        }
-       // always needed, for model lighting
-       softwaretransformforentity(ent);
-
-       frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[0].frame));
-       frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[1].frame));
-       frame3 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[2].frame));
-       frame4 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * blend[3].frame));
-       R_AliasLerpVerts(pheader->num_xyz,
-               blend[0].lerp, frame1->verts, frame1->scale, frame1->translate,
-               blend[1].lerp, frame2->verts, frame2->scale, frame2->translate,
-               blend[2].lerp, frame3->verts, frame3->scale, frame3->translate,
-               blend[3].lerp, frame4->verts, frame4->scale, frame4->translate);
-       if (!gl_transform.value)
-               R_AliasTransformVerts(pheader->num_xyz);
-
-       R_LightModel(ent, pheader->num_xyz, org, color);
-
-       if (!r_render.value)
-               return;
-       // LordHavoc: big mess...
-       // using vertex arrays only slightly, although it is enough to prevent duplicates
-       // (saving half the transforms)
-       glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
-       glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), aliasvertcolor);
-       glEnableClientState(GL_VERTEX_ARRAY);
-       glEnableClientState(GL_COLOR_ARRAY);
-
-       order = (int *)((int)pheader + pheader->ofs_glcmds);
-       while(1)
+       else
        {
-               if (!(count = *order++))
-                       break;
-               if (count > 0)
-                       glBegin(GL_TRIANGLE_STRIP);
-               else
-               {
-                       glBegin(GL_TRIANGLE_FAN);
-                       count = -count;
-               }
-               do
-               {
-                       glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                       glArrayElement(order[2]);
-                       order += 3;
-               }
-               while (count--);
+               pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1;
+               pantsfullbright = shirtfullbright = false;
        }
 
-       glDisableClientState(GL_COLOR_ARRAY);
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-       if (fogenabled)
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = blendfunc1;
+       m.blendfunc2 = blendfunc2;
+       m.wantoverbright = true;
+       m.tex[0] = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
+       if (m.tex[0])
        {
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               {
-                       vec3_t diff;
-                       VectorSubtract(org, r_origin, diff);
-                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-               }
-
-               // LordHavoc: big mess...
-               // using 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);
+               R_Mesh_State(&m);
+
+               blendfunc1 = GL_SRC_ALPHA;
+               blendfunc2 = GL_ONE;
+               c_alias_polys += model->numtris;
+               R_ModulateColors(aliasvertcolor, varray_color, model->numverts, mesh_colorscale, mesh_colorscale, mesh_colorscale);
+               memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3]));
+               memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+               R_Mesh_Draw(model->numverts, model->numtris);
+       }
 
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
-               while(1)
+       if (colormapped)
+       {
+               if (skinframe->pants)
                {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
+                       memset(&m, 0, sizeof(m));
+                       m.blendfunc1 = blendfunc1;
+                       m.blendfunc2 = blendfunc2;
+                       m.wantoverbright = true;
+                       m.tex[0] = R_GetTexture(skinframe->pants);
+                       if (m.tex[0])
                        {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
+                               R_Mesh_State(&m);
+
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE;
+                               c_alias_polys += model->numtris;
+                               if (pantsfullbright)
+                                       R_FillColors(varray_color, model->numverts, pantscolor[0] * mesh_colorscale, pantscolor[1] * mesh_colorscale, pantscolor[2] * mesh_colorscale, ent->alpha);
+                               else
+                                       R_ModulateColors(aliasvertcolor, varray_color, model->numverts, pantscolor[0] * mesh_colorscale, pantscolor[1] * mesh_colorscale, pantscolor[2] * mesh_colorscale);
+                               memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3]));
+                               memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+                               R_Mesh_Draw(model->numverts, model->numtris);
                        }
-                       do
+               }
+               if (skinframe->shirt)
+               {
+                       memset(&m, 0, sizeof(m));
+                       m.blendfunc1 = blendfunc1;
+                       m.blendfunc2 = blendfunc2;
+                       m.wantoverbright = true;
+                       m.tex[0] = R_GetTexture(skinframe->shirt);
+                       if (m.tex[0])
                        {
-                               glArrayElement(order[2]);
-                               order += 3;
+                               R_Mesh_State(&m);
+
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE;
+                               c_alias_polys += model->numtris;
+                               if (shirtfullbright)
+                                       R_FillColors(varray_color, model->numverts, shirtcolor[0] * mesh_colorscale, shirtcolor[1] * mesh_colorscale, shirtcolor[2] * mesh_colorscale, ent->alpha);
+                               else
+                                       R_ModulateColors(aliasvertcolor, varray_color, model->numverts, shirtcolor[0] * mesh_colorscale, shirtcolor[1] * mesh_colorscale, shirtcolor[2] * mesh_colorscale);
+                               memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3]));
+                               memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+                               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+                               R_Mesh_Draw(model->numverts, model->numtris);
                        }
-                       while (count--);
                }
-
-               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);
-
-       if (gl_transform.value)
-               glPopMatrix();
+       if (skinframe->glow)
+       {
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = blendfunc1;
+               m.blendfunc2 = blendfunc2;
+               m.wantoverbright = true;
+               m.tex[0] = R_GetTexture(skinframe->glow);
+               if (m.tex[0])
+               {
+                       R_Mesh_State(&m);
+
+                       blendfunc1 = GL_SRC_ALPHA;
+                       blendfunc2 = GL_ONE;
+                       c_alias_polys += model->numtris;
+                       R_FillColors(varray_color, model->numverts, (1 - fog) * mesh_colorscale, (1 - fog) * mesh_colorscale, (1 - fog) * mesh_colorscale, ent->alpha);
+                       memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3]));
+                       memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+                       R_Mesh_Draw(model->numverts, model->numtris);
+               }
+       }
+       if (fog)
+       {
+               memset(&m, 0, sizeof(m));
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+               m.wantoverbright = false;
+               m.tex[0] = R_GetTexture(skinframe->fog);
+               R_Mesh_State(&m);
+
+               c_alias_polys += model->numtris;
+               R_FillColors(varray_color, model->numverts, fogcolor[0] * fog * mesh_colorscale, fogcolor[1] * fog * mesh_colorscale, fogcolor[2] * fog * mesh_colorscale, ent->alpha);
+               memcpy(varray_element, model->mdlmd2data_indices, model->numtris * sizeof(int[3]));
+               memcpy(varray_vertex, aliasvert, model->numverts * sizeof(float[4]));
+               memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[2]));
+               R_Mesh_Draw(model->numverts, model->numtris);
+       }
 }
 
-void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone, float rootorigin[3], float rootangles[3], float rootscale)
+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, *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];
+       zymbonematrix *out, rootmatrix, m;
+       const zymbonematrix *bone1, *bone2, *bone3, *bone4;
+
+       /*
+       // LordHavoc: combine transform from zym coordinate space to quake coordinate space with model to world transform matrix
+       rootmatrix.m[0][0] = softwaretransform_matrix[0][1];
+       rootmatrix.m[0][1] = -softwaretransform_matrix[0][0];
+       rootmatrix.m[0][2] = softwaretransform_matrix[0][2];
+       rootmatrix.m[0][3] = softwaretransform_matrix[0][3];
+       rootmatrix.m[1][0] = softwaretransform_matrix[1][1];
+       rootmatrix.m[1][1] = -softwaretransform_matrix[1][0];
+       rootmatrix.m[1][2] = softwaretransform_matrix[1][2];
+       rootmatrix.m[1][3] = softwaretransform_matrix[1][3];
+       rootmatrix.m[2][0] = softwaretransform_matrix[2][1];
+       rootmatrix.m[2][1] = -softwaretransform_matrix[2][0];
+       rootmatrix.m[2][2] = softwaretransform_matrix[2][2];
+       rootmatrix.m[2][3] = softwaretransform_matrix[2][3];
+       */
+       rootmatrix.m[0][0] = 1;
+       rootmatrix.m[0][1] = 0;
+       rootmatrix.m[0][2] = 0;
+       rootmatrix.m[0][3] = 0;
+       rootmatrix.m[1][0] = 0;
+       rootmatrix.m[1][1] = 1;
+       rootmatrix.m[1][2] = 0;
+       rootmatrix.m[1][3] = 0;
+       rootmatrix.m[2][0] = 0;
+       rootmatrix.m[2][1] = 0;
+       rootmatrix.m[2][2] = 1;
+       rootmatrix.m[2][3] = 0;
+
        bone1 = bonebase + blend[0].frame * count;
        lerp1 = blend[0].lerp;
        if (blend[1].lerp)
@@ -587,7 +517,7 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z
                                // 4 poses
                                bone4 = bonebase + blend[3].frame * count;
                                lerp4 = blend[3].lerp;
-                               while(count--)
+                               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;
@@ -603,21 +533,20 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z
                                        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]);
+                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
                                        else
-                                               R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+                                               R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
                                        bone1++;
                                        bone2++;
                                        bone3++;
                                        bone4++;
                                        bone++;
-                                       out++;
                                }
                        }
                        else
                        {
                                // 3 poses
-                               while(count--)
+                               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;
@@ -633,21 +562,20 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z
                                        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]);
+                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
                                        else
-                                               R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+                                               R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
                                        bone1++;
                                        bone2++;
                                        bone3++;
                                        bone++;
-                                       out++;
                                }
                        }
                }
                else
                {
                        // 2 poses
-                       while(count--)
+                       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;
@@ -663,13 +591,12 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z
                                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]);
+                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
                                else
-                                       R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+                                       R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
                                bone1++;
                                bone2++;
                                bone++;
-                               out++;
                        }
                }
        }
@@ -679,7 +606,7 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z
                if (lerp1 != 1)
                {
                        // lerp != 1.0
-                       while(count--)
+                       for (i = 0, out = zymbonepose;i < count;i++, out++)
                        {
                                // interpolate matrices
                                m.m[0][0] = bone1->m[0][0] * lerp1;
@@ -695,29 +622,28 @@ void ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, z
                                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]);
+                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
                                else
-                                       R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
+                                       R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
                                bone1++;
                                bone++;
-                               out++;
                        }
                }
                else
                {
                        // lerp == 1.0
-                       while(count--)
+                       for (i = 0, out = zymbonepose;i < count;i++, out++)
                        {
                                if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &bone1->m[0], &out->m[0]);
+                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
                                else
-                                       R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
+                                       R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
                                bone1++;
                                bone++;
-                               out++;
                        }
                }
        }
+       return true;
 }
 
 void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
@@ -729,6 +655,7 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
        {
                c = *bonecounts++;
                // FIXME: validate bonecounts at load time (must be >= 1)
+               // FIXME: need 4th component in origin, for how much of the translate to blend in
                if (c == 1)
                {
                        matrix = &zymbonepose[vert->bonenum];
@@ -749,17 +676,17 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
                                vert++;
                        }
                }
-               out += 3;
+               out += 4;
        }
 }
 
 void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
 {
        int a, b, c, d;
-       float *out, v1[3], v2[3], normal[3];
+       float *out, v1[3], v2[3], normal[3], s;
        int *u;
        // clear normals
-       memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
+       memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3);
        memset(aliasvertusage, 0, sizeof(int) * vertcount);
        // parse render list and accumulate surface normals
        while(shadercount--)
@@ -767,9 +694,9 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
                d = *renderlist++;
                while (d--)
                {
-                       a = renderlist[0]*3;
-                       b = renderlist[1]*3;
-                       c = renderlist[2]*3;
+                       a = renderlist[0]*4;
+                       b = renderlist[1]*4;
+                       c = renderlist[2]*4;
                        v1[0] = aliasvert[a+0] - aliasvert[b+0];
                        v1[1] = aliasvert[a+1] - aliasvert[b+1];
                        v1[2] = aliasvert[a+2] - aliasvert[b+2];
@@ -777,23 +704,27 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
                        v2[1] = aliasvert[c+1] - aliasvert[b+1];
                        v2[2] = aliasvert[c+2] - aliasvert[b+2];
                        CrossProduct(v1, v2, normal);
-                       VectorNormalize(normal);
+                       VectorNormalizeFast(normal);
                        // add surface normal to vertices
+                       a = renderlist[0] * 3;
+                       aliasvertnorm[a+0] += normal[0];
+                       aliasvertnorm[a+1] += normal[1];
+                       aliasvertnorm[a+2] += normal[2];
+                       aliasvertusage[renderlist[0]]++;
+                       a = renderlist[1] * 3;
                        aliasvertnorm[a+0] += normal[0];
                        aliasvertnorm[a+1] += normal[1];
                        aliasvertnorm[a+2] += normal[2];
-                       aliasvertusage[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]++;
+                       aliasvertusage[renderlist[1]]++;
+                       a = renderlist[2] * 3;
+                       aliasvertnorm[a+0] += normal[0];
+                       aliasvertnorm[a+1] += normal[1];
+                       aliasvertnorm[a+2] += normal[2];
+                       aliasvertusage[renderlist[2]]++;
                        renderlist += 3;
                }
        }
+       // FIXME: precalc this
        // average surface normals
        out = aliasvertnorm;
        u = aliasvertusage;
@@ -801,176 +732,142 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
        {
                if (*u > 1)
                {
-                       a = ixtable[*u];
-                       out[0] *= a;
-                       out[1] *= a;
-                       out[2] *= a;
+                       s = ixtable[*u];
+                       out[0] *= s;
+                       out[1] *= s;
+                       out[2] *= s;
                }
                u++;
                out += 3;
        }
 }
 
-void GL_DrawZymoticModelMesh(byte *colors, zymtype1header_t *m)
-{
-       int i, c, *renderlist;
-       rtexture_t **texture;
-       if (!r_render.value)
-               return;
-       renderlist = (int *)(m->lump_render.start + (int) m);
-       texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
-       glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
-       glEnableClientState(GL_VERTEX_ARRAY);
-
-       glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(byte[4]), colors);
-       glEnableClientState(GL_COLOR_ARRAY);
-
-       glTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), (float *)(m->lump_texcoords.start + (int) m));
-       glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
-       for (i = 0;i < m->numshaders;i++)
-       {
-               c = (*renderlist++) * 3;
-               glBindTexture(GL_TEXTURE_2D, R_GetTexture(*texture));
-               texture++;
-               glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
-               renderlist += c;
-       }
-
-       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
-       glDisableClientState(GL_COLOR_ARRAY);
-
-       glDisableClientState(GL_VERTEX_ARRAY);
-}
-
-void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
+void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
 {
+       float fog;
        vec3_t diff;
-       int i, c, *renderlist;
-       if (!r_render.value)
-               return;
+       int i, *renderlist;
+       zymtype1header_t *m;
+       rtexture_t *texture;
+       rmeshstate_t mstate;
+       const entity_render_t *ent = calldata1;
+       int shadernum = calldata2;
+       int numverts, numtriangles;
+
+       R_Mesh_Matrix(&ent->matrix);
+
+       // find the vertex index list and texture
+       m = ent->model->zymdata_header;
        renderlist = (int *)(m->lump_render.start + (int) m);
-       glDisable(GL_TEXTURE_2D);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(0); // disable zbuffer updates
-
-       VectorSubtract(org, r_origin, diff);
-       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+       for (i = 0;i < shadernum;i++)
+               renderlist += renderlist[0] * 3 + 1;
+       texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[shadernum];
 
-       glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
-       glEnableClientState(GL_VERTEX_ARRAY);
+       numverts = m->numverts;
+       numtriangles = renderlist[0];
+       R_Mesh_ResizeCheck(numverts, numtriangles);
 
-       for (i = 0;i < m->numshaders;i++)
+       fog = 0;
+       if (fogenabled)
        {
-               c = (*renderlist++) * 3;
-               glDrawElements(GL_TRIANGLES, c, GL_UNSIGNED_INT, renderlist);
-               renderlist += c;
+               VectorSubtract(ent->origin, r_origin, 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
        }
 
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-       glEnable(GL_TEXTURE_2D);
-       glColor3f (1,1,1);
-}
-
-/*
-=================
-R_DrawZymoticFrame
-=================
-*/
-void R_DrawZymoticFrame (model_t *model, zymtype1header_t *m, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, int skinblah, int effects, int flags)
-{
-       ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
-       ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
-       ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
+       ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), ent->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
+       ZymoticTransformVerts(numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
+       ZymoticCalcNormals(numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
 
-       R_LightModel(ent, m->numverts, org, color);
+       R_LightModel(ent, numverts, 1 - fog, 1 - fog, 1 - fog, false);
 
-       if (!r_render.value)
-               return;
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glShadeModel(GL_SMOOTH);
-       if (effects & EF_ADDITIVE)
+       memset(&mstate, 0, sizeof(mstate));
+       mstate.wantoverbright = true;
+       if (ent->effects & EF_ADDITIVE)
        {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
+               mstate.blendfunc1 = GL_SRC_ALPHA;
+               mstate.blendfunc2 = GL_ONE;
        }
-       else if (alpha != 1.0)
+       else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
        {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
+               mstate.blendfunc1 = GL_SRC_ALPHA;
+               mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
        }
        else
        {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
+               mstate.blendfunc1 = GL_ONE;
+               mstate.blendfunc2 = GL_ZERO;
        }
+       mstate.tex[0] = R_GetTexture(texture);
+       R_Mesh_State(&mstate);
 
-       GL_DrawZymoticModelMesh(aliasvertcolor, m);
-
-       if (fogenabled)
-               GL_DrawZymoticModelMeshFog(org, m);
+       c_alias_polys += numtriangles;
+       memcpy(varray_element, renderlist + 1, numtriangles * sizeof(int[3]));
+       memcpy(varray_vertex, aliasvert, numverts * sizeof(float[4]));
+       R_ModulateColors(aliasvertcolor, varray_color, numverts, mesh_colorscale, mesh_colorscale, mesh_colorscale);
+       memcpy(varray_texcoord[0], (float *)(m->lump_texcoords.start + (int) m), numverts * sizeof(float[2]));
+       R_Mesh_Draw(numverts, numtriangles);
 
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
+       if (fog)
+       {
+               memset(&mstate, 0, sizeof(mstate));
+               mstate.wantoverbright = false;
+               mstate.blendfunc1 = GL_SRC_ALPHA;
+               mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               // FIXME: need alpha mask for fogging...
+               //mstate.tex[0] = R_GetTexture(texture);
+               R_Mesh_State(&mstate);
+
+               c_alias_polys += numtriangles;
+               memcpy(varray_element, renderlist + 1, numtriangles * sizeof(int[3]));
+               memcpy(varray_vertex, aliasvert, numverts * sizeof(float[4]));
+               R_FillColors(varray_color, numverts, fogcolor[0] * mesh_colorscale, fogcolor[1] * mesh_colorscale, fogcolor[2] * mesh_colorscale, ent->alpha * fog);
+               //memcpy(mesh_texcoord[0], (float *)(m->lump_texcoords.start + (int) m), numverts * sizeof(float[2]));
+               R_Mesh_Draw(numverts, numtriangles);
+       }
 }
 
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap)
+void R_DrawZymoticModel (entity_render_t *ent)
 {
-       int                     i;
-       vec3_t          mins, maxs, color;
-       void            *modelheader;
-       rtexture_t      **skinset;
+       int i;
+       zymtype1header_t *m;
+       rtexture_t *texture;
 
-       if (alpha < (1.0 / 64.0))
+       if (ent->alpha < (1.0f / 64.0f))
                return; // basically completely transparent
 
-       VectorAdd (org, clmodel->mins, mins);
-       VectorAdd (org, clmodel->maxs, maxs);
-
-//     if (cull && R_CullBox (mins, maxs))
-//             return;
-
        c_models++;
 
-       if (skin < 0 || skin >= clmodel->numskins)
+       m = ent->model->zymdata_header;
+       for (i = 0;i < m->numshaders;i++)
        {
-               skin = 0;
-               Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
+               texture = ((rtexture_t **)(m->lump_shaders.start + (int) m))[i];
+               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(texture))
+                       R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
+               else
+                       R_DrawZymoticModelMeshCallback(ent, i);
        }
+}
 
-       modelheader = Mod_Extradata (clmodel);
-
-       {
-//             int *skinanimrange = (int *) (clmodel->skinanimrange + (int) modelheader) + skin * 2;
-//             int *skinanim = (int *) (clmodel->skinanim + (int) modelheader);
-               int *skinanimrange = clmodel->skinanimrange + skin * 2;
-               rtexture_t **skinanim = clmodel->skinanim;
-               i = skinanimrange[0];
-               if (skinanimrange[1] > 1) // animated
-                       i += ((int) (cl.time * 10) % skinanimrange[1]);
-               skinset = skinanim + i*5;
-       }
+void R_DrawQ1Q2AliasModel(entity_render_t *ent)
+{
+       if (ent->alpha < (1.0f / 64.0f))
+               return; // basically completely transparent
 
-       if (r_render.value)
-               glEnable (GL_TEXTURE_2D);
+       c_models++;
 
-       c_alias_polys += clmodel->numtris;
-       if (clmodel->aliastype == ALIASTYPE_ZYM)
-               R_DrawZymoticFrame (clmodel, modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0                   , effects, flags);
-       else if (clmodel->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasFrame (clmodel, modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0]          , effects, flags);
+       if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchSkinFrame(ent)->fog != NULL)
+               R_MeshQueue_AddTransparent(ent->origin, R_DrawQ1Q2AliasModelCallback, ent, 0);
        else
-               R_DrawAliasFrame   (clmodel, modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset   , colormap, effects, flags);
+               R_DrawQ1Q2AliasModelCallback(ent, 0);
 }
+