]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
more q3bsp work (and no it still doesn't work right)
[xonotic/darkplaces.git] / gl_models.c
index 2829b94420b74a5b839a697f6d1998758d5315df..7d3a70026f34d0395b7b344d2f0779fd76d41131 100644 (file)
@@ -1,95 +1,75 @@
 
 #include "quakedef.h"
-
-cvar_t gl_transform = {"gl_transform", "1"};
-cvar_t gl_lockarrays = {"gl_lockarrays", "1"};
+#include "cl_collision.h"
+#include "r_shadow.h"
 
 typedef struct
 {
        float m[3][4];
 } zymbonematrix;
 
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
-byte *aliasvertcolor2;
-zymbonematrix *zymbonepose;
+// 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;
 
-rtexture_t *chrometexture;
+mempool_t *gl_models_mempool;
 
-int arraylocked = false;
-void GL_LockArray(int first, int count)
-{
-       if (gl_supportslockarrays && gl_lockarrays.value)
-       {
-               qglLockArraysEXT(first, count);
-               arraylocked = true;
-       }
-}
+#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
 
-void GL_UnlockArray(void)
+void gl_models_allocarrays(int newmax)
 {
-       if (arraylocked)
-       {
-               qglUnlockArraysEXT();
-               arraylocked = false;
-       }
+       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_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
+void gl_models_freearrays(void)
 {
-    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);
-}
-
-void makechrometexture(void)
-{
-       int i;
-       byte noise[64*64];
-       byte data[64*64][4];
-
-       fractalnoise(noise, 64, 8);
-
-       // convert to RGBA data
-       for (i = 0;i < 64*64;i++)
-       {
-               data[i][0] = data[i][1] = data[i][2] = noise[i];
-               data[i][3] = 255;
-       }
-
-       chrometexture = R_LoadTexture ("chrometexture", 64, 64, &data[0][0], TEXF_MIPMAP | TEXF_RGBA | TEXF_PRECACHE);
+       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
-       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");
+       zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
+       gl_models_allocarrays(4096);
 }
 
 void gl_models_shutdown(void)
 {
-       qfree(aliasvert);
-       qfree(aliasvertnorm);
-       qfree(aliasvertcolor);
-       qfree(aliasvertcolor2);
-       qfree(zymbonepose);
-       qfree(aliasvertusage);
+       gl_models_freearrays();
+       Mem_FreePool(&gl_models_mempool);
 }
 
 void gl_models_newmap(void)
@@ -98,480 +78,426 @@ void gl_models_newmap(void)
 
 void GL_Models_Init(void)
 {
-       Cvar_RegisterVariable(&gl_transform);
-       Cvar_RegisterVariable(&gl_lockarrays);
-
        R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
 }
 
-void R_AliasTransformVerts(int vertcount)
+#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;
-       vec3_t point, matrix_x, matrix_y, matrix_z;
-       float *av, *avn;
-       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++)
+       int i, vertcount;
+       float lerp1, lerp2, lerp3, lerp4;
+       const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
+
+       switch(whicharray)
        {
-               // 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;
+       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;
        }
-}
 
-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)
-{
-       int i;
-       vec3_t scale1, scale2, scale3, scale4, translate;
-       float *n1, *n2, *n3, *n4;
-       float *av, *avn;
-       av = aliasvert;
-       avn = aliasvertnorm;
-       VectorScaleQuick(fscale1, lerp1, scale1);
-       if (lerp2)
+       vertcount = mesh->num_vertices;
+       verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
+       lerp1 = ent->frameblend[0].lerp;
+       if (ent->frameblend[1].lerp)
        {
-               VectorScaleQuick(fscale2, lerp2, scale2);
-               if (lerp3)
+               verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
+               lerp2 = ent->frameblend[1].lerp;
+               if (ent->frameblend[2].lerp)
                {
-                       VectorScaleQuick(fscale3, lerp3, scale3);
-                       if (lerp4)
+                       verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
+                       lerp3 = ent->frameblend[2].lerp;
+                       if (ent->frameblend[3].lerp)
                        {
-                               VectorScaleQuick(fscale4, lerp4, scale4);
-                               translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
-                               translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
-                               translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
-                               // generate vertices
-                               for (i = 0;i < vertcount;i++)
-                               {
-                                       av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
-                                       av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
-                                       av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
-                                       n1 = m_bytenormals[verts1->lightnormalindex];
-                                       n2 = m_bytenormals[verts2->lightnormalindex];
-                                       n3 = m_bytenormals[verts3->lightnormalindex];
-                                       n4 = m_bytenormals[verts4->lightnormalindex];
-                                       avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
-                                       avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
-                                       avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
-                                       av += 3;
-                                       avn += 3;
-                                       verts1++;verts2++;verts3++;verts4++;
-                               }
+                               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
-                       {
-                               translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
-                               translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
-                               translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
-                               // generate vertices
-                               for (i = 0;i < vertcount;i++)
-                               {
-                                       av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
-                                       av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
-                                       av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
-                                       n1 = m_bytenormals[verts1->lightnormalindex];
-                                       n2 = m_bytenormals[verts2->lightnormalindex];
-                                       n3 = m_bytenormals[verts3->lightnormalindex];
-                                       avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
-                                       avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
-                                       avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
-                                       av += 3;
-                                       avn += 3;
-                                       verts1++;verts2++;verts3++;
-                               }
-                       }
+                               for (i = 0;i < vertcount * 3;i++)
+                                       VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
                }
                else
-               {
-                       translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2;
-                       translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2;
-                       translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2;
-                       // generate vertices
-                       for (i = 0;i < vertcount;i++)
-                       {
-                               av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + translate[0];
-                               av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + translate[1];
-                               av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + translate[2];
-                               n1 = m_bytenormals[verts1->lightnormalindex];
-                               n2 = m_bytenormals[verts2->lightnormalindex];
-                               avn[0] = n1[0] * lerp1 + n2[0] * lerp2;
-                               avn[1] = n1[1] * lerp1 + n2[1] * lerp2;
-                               avn[2] = n1[2] * lerp1 + n2[2] * lerp2;
-                               av += 3;
-                               avn += 3;
-                               verts1++;verts2++;
-                       }
-               }
+                       for (i = 0;i < vertcount * 3;i++)
+                               VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
        }
        else
-       {
-               translate[0] = translate1[0] * lerp1;
-               translate[1] = translate1[1] * lerp1;
-               translate[2] = translate1[2] * lerp1;
-               // generate vertices
-               if (lerp1 != 1)
-               {
-                       // general but almost never used case
-                       for (i = 0;i < vertcount;i++)
-                       {
-                               av[0] = verts1->v[0] * scale1[0] + translate[0];
-                               av[1] = verts1->v[1] * scale1[1] + translate[1];
-                               av[2] = verts1->v[2] * scale1[2] + translate[2];
-                               n1 = m_bytenormals[verts1->lightnormalindex];
-                               avn[0] = n1[0] * lerp1;
-                               avn[1] = n1[1] * lerp1;
-                               avn[2] = n1[2] * lerp1;
-                               av += 3;
-                               avn += 3;
-                               verts1++;
-                       }
-               }
-               else
-               {
-                       // fast normal case
-                       for (i = 0;i < vertcount;i++)
-                       {
-                               av[0] = verts1->v[0] * scale1[0] + translate[0];
-                               av[1] = verts1->v[1] * scale1[1] + translate[1];
-                               av[2] = verts1->v[2] * scale1[2] + translate[2];
-                               VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
-                               av += 3;
-                               avn += 3;
-                               verts1++;
-                       }
-               }
-       }
+               memcpy(out3f, verts1, vertcount * sizeof(float[3]));
 }
 
-void GL_DrawModelMesh(rtexture_t *skin, byte *colors, maliashdr_t *maliashdr)
+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)
 {
-       if (!r_render.value)
-               return;
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
-       if (!colors)
-       {
-               if (lighthalf)
-                       glColor3f(0.5f, 0.5f, 0.5f);
+       model_t *model = ent->model;
+       if (model->numskins)
+       {
+               int s = ent->skinnum;
+               if ((unsigned int)s >= (unsigned int)model->numskins)
+                       s = 0;
+               if (model->skinscenes[s].framecount > 1)
+                       s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
                else
-                       glColor3f(1.0f, 1.0f, 1.0f);
+                       s = model->skinscenes[s].firstframe;
+               if (s >= mesh->num_skins)
+                       s = 0;
+               return mesh->data_skins + s;
        }
-       if (colors)
+       else
        {
-               glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
-               glEnableClientState(GL_COLOR_ARRAY);
+               r_aliasnoskinlayers[0].texture = r_notexture;
+               return &r_aliasnoskin;
        }
-
-       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
 }
 
-void R_TintModel(byte *in, byte *out, int verts, byte *color)
+void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
-       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;
-       }
-}
+       int c, fullbright, layernum, firstpass;
+       float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
+       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;
 
-/*
-=================
-R_DrawAliasFrame
+       R_Mesh_Matrix(&ent->matrix);
 
-=================
-*/
-void R_LightModel(entity_t *ent, int numverts, vec3_t center, vec3_t basecolor);
-void R_DrawAliasFrame (maliashdr_t *maliashdr, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, rtexture_t **skin, int colormap, int effects, int flags)
-{
-       if (gl_transform.value)
+       fog = 0;
+       if (fogenabled)
        {
-               if (r_render.value)
+               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
+       }
+       ifog = 1 - fog;
+
+       firstpass = true;
+       skin = R_FetchAliasSkin(ent, mesh);
+       for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
+       {
+               if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
                {
-                       glPushMatrix();
-                       GL_SetupModelTransform(org, angles, scale);
+                       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_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
+                               continue;
                }
-       }
-       // 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)
-       {
-               glVertexPointer(3, GL_FLOAT, 0, aliasvert);
-               glEnableClientState(GL_VERTEX_ARRAY);
-               glTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) maliashdr->texdata + (int) maliashdr));
-               glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-               GL_LockArray(0, maliashdr->numverts);
-       }
-
-       R_LightModel(ent, maliashdr->numverts, org, color);
-
-       if (!r_render.value)
-               return;
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glShadeModel(GL_SMOOTH);
-       if (effects & EF_ADDITIVE)
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else if (alpha != 1.0)
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else
-       {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
-       }
+               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
+               {
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+               }
+               GL_DepthTest(true);
+               firstpass = false;
+               expandaliasvert(mesh->num_vertices);
+               colorscale = r_colorscale;
 
-       if (skin[0] || skin[1] || skin[2] || skin[3] || skin[4])
-       {
-               if (colormap >= 0 && (skin[0] || skin[1] || skin[2]))
+               memset(&m, 0, sizeof(m));
+               if (layer->texture != NULL)
                {
-                       int c;
-                       if (skin[0])
-                               GL_DrawModelMesh(skin[0], aliasvertcolor, maliashdr);
-                       if (skin[1])
+                       m.tex[0] = R_GetTexture(layer->texture);
+                       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+                       if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
                        {
-                               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);
+                               colorscale *= 0.25f;
+                               m.texrgbscale[0] = 4;
                        }
                }
+               R_Mesh_State_Texture(&m);
+
+               c_alias_polys += mesh->num_triangles;
+               GL_VertexPointer(varray_vertex3f);
+               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);
+               }
                else
                {
-                       if (skin[4]) GL_DrawModelMesh(skin[4], aliasvertcolor, maliashdr);
+                       fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
+                       if (r_shadow_realtime_world.integer && !fullbright)
+                       {
+                               colorscale *= r_ambient.value * (2.0f / 128.0f);
+                               fullbright = true;
+                       }
+                       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;
+                       colorscale *= ifog;
+                       if (fullbright)
+                               GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
                        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 (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
+                               {
+                                       GL_ColorPointer(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]);
                        }
                }
-               if (skin[3]) GL_DrawModelMesh(skin[3], NULL, maliashdr);
+               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
        }
-       else
-               GL_DrawModelMesh(0, NULL, maliashdr);
+}
 
-       if (fogenabled)
+void R_Model_Alias_Draw(entity_render_t *ent)
+{
+       int meshnum;
+       aliasmesh_t *mesh;
+       if (ent->alpha < (1.0f / 64.0f))
+               return; // basically completely transparent
+
+       c_models++;
+
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
-               vec3_t diff;
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
+               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
+                       R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
+               else
+                       R_DrawAliasModelCallback(ent, meshnum);
+       }
+}
 
-               VectorSubtract(org, r_origin, diff);
-               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
+{
+       int i, meshnum;
+       aliasmesh_t *mesh;
+       aliasskin_t *skin;
+       rmeshstate_t m;
+       float *v, plane[4], dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
 
-               glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
+       if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
+               return;
 
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
-       GL_UnlockArray();
-       glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-       glDisableClientState(GL_VERTEX_ARRAY);
+       lightdirection[0] = 0.5;
+       lightdirection[1] = 0.2;
+       lightdirection[2] = -1;
+       VectorNormalizeFast(lightdirection);
 
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
+       VectorMA(ent->origin, 65536.0f, lightdirection, v2);
+       if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, false, NULL, SUPERCONTENTS_SOLID) == 1)
+               return;
 
-       glPopMatrix();
-}
+       R_Mesh_Matrix(&ent->matrix);
 
-/*
-=================
-R_DrawQ2AliasFrame
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
 
-=================
-*/
-void R_DrawQ2AliasFrame (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;
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       GL_VertexPointer(varray_vertex3f);
+       GL_Color(0, 0, 0, 0.5);
 
-       if (r_render.value)
-               glBindTexture(GL_TEXTURE_2D, R_GetTexture(skin));
+       // put a light direction in the entity's coordinate space
+       Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
+       VectorNormalizeFast(projection);
 
-       if (gl_transform.value)
+       // put the plane's normal in the entity's coordinate space
+       Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, plane);
+       VectorNormalizeFast(plane);
+
+       // put the plane's distance in the entity's coordinate space
+       VectorSubtract(floororigin, ent->origin, floororigin);
+       plane[3] = DotProduct(floororigin, surfnormal) + 2;
+
+       dist = -1.0f / DotProduct(projection, plane);
+       VectorScale(projection, dist, projection);
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++)
        {
-               if (r_render.value)
+               skin = R_FetchAliasSkin(ent, mesh);
+               if (skin->flags & ALIASSKIN_TRANSPARENT)
+                       continue;
+               R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+               for (i = 0, v = varray_vertex3f;i < mesh->num_vertices;i++, v += 3)
                {
-                       glPushMatrix();
-                       GL_SetupModelTransform(org, angles, scale);
+                       dist = DotProduct(v, plane) - plane[3];
+                       if (dist > 0)
+                               VectorMA(v, dist, projection, v);
                }
+               c_alias_polys += mesh->num_triangles;
+               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
        }
-       // 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)
+}
+
+void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
+{
+       int meshnum;
+       aliasmesh_t *mesh;
+       aliasskin_t *skin;
+       float projectdistance;
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
                return;
-       // LordHavoc: big mess...
-       // using vertex arrays only slightly, although it is enough to prevent duplicates
-       // (saving half the transforms)
-       glVertexPointer(3, GL_FLOAT, 0, aliasvert);
-       glColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
-       glEnableClientState(GL_VERTEX_ARRAY);
-       glEnableClientState(GL_COLOR_ARRAY);
-
-       order = (int *)((int)pheader + pheader->ofs_glcmds);
-       while(1)
+       projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
+       if (projectdistance > 0.1)
        {
-               if (!(count = *order++))
-                       break;
-               if (count > 0)
-                       glBegin(GL_TRIANGLE_STRIP);
-               else
+               R_Mesh_Matrix(&ent->matrix);
+               for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
                {
-                       glBegin(GL_TRIANGLE_FAN);
-                       count = -count;
+                       skin = R_FetchAliasSkin(ent, mesh);
+                       if (skin->flags & ALIASSKIN_TRANSPARENT)
+                               continue;
+                       R_Model_Alias_GetMesh_Array3f(ent, mesh, MODELARRAY_VERTEX, varray_vertex3f);
+                       R_Shadow_Volume(mesh->num_vertices, mesh->num_triangles, varray_vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
                }
-               do
-               {
-                       glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                       glArrayElement(order[2]);
-                       order += 3;
-               }
-               while (count--);
        }
+}
 
-       glDisableClientState(GL_COLOR_ARRAY);
-       glDisableClientState(GL_VERTEX_ARRAY);
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
+{
+       int c, meshnum, layernum;
+       float fog, ifog, lightcolor2[3];
+       vec3_t diff;
+       qbyte *bcolor;
+       aliasmesh_t *mesh;
+       aliaslayer_t *layer;
+       aliasskin_t *skin;
 
-       if (fogenabled)
-       {
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-               {
-                       vec3_t diff;
-                       VectorSubtract(org, r_origin, diff);
-                       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-               }
+       if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
+               return;
 
-               // LordHavoc: big mess...
-               // using vertex arrays only slightly, although it is enough to prevent duplicates
-               // (saving half the transforms)
-               glVertexPointer(3, GL_FLOAT, 0, aliasvert);
-               glEnableClientState(GL_VERTEX_ARRAY);
+       R_Mesh_Matrix(&ent->matrix);
 
-               order = (int *)((int)pheader + pheader->ofs_glcmds);
-               while(1)
+       fog = 0;
+       if (fogenabled)
+       {
+               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
+       }
+       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 (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
+                       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)
                        {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
+                               c_alias_polys += mesh->num_triangles;
+                               R_Shadow_SpecularLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
                        }
-                       do
+                       else if (layer->flags & ALIASLAYER_DIFFUSE)
                        {
-                               glArrayElement(order[2]);
-                               order += 3;
+                               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_DiffuseLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, aliasvert_vertex3f, aliasvert_svector3f, aliasvert_tvector3f, aliasvert_normal3f, mesh->data_texcoord2f, relativelightorigin, lightradius, lightcolor2, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, layer->texture, layer->nmap, NULL);
                        }
-                       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();
 }
 
-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;
-       lerp1 = 1 - lerp2;
-       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;
+
+       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 +513,7 @@ 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 +529,20 @@ 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 +558,20 @@ 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 +587,12 @@ 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 +602,7 @@ 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;
@@ -695,40 +618,40 @@ 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)
+void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
 {
        int c;
-       float *out = aliasvert;
+       float *out = vertex;
        zymbonematrix *matrix;
        while(vertcount--)
        {
                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];
@@ -753,21 +676,13 @@ void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
        }
 }
 
-float ixtable[4096];
-
-void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
+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];
+       float *out, v1[3], v2[3], normal[3], s;
        int *u;
-       if (!ixtable[1])
-       {
-               ixtable[0] = 0;
-               for (a = 1;a < 4096;a++)
-                       ixtable[a] = 1.0f / a;
-       }
        // clear normals
-       memset(aliasvertnorm, 0, sizeof(float[3]) * vertcount);
+       memset(normal3f, 0, sizeof(float) * vertcount * 3);
        memset(aliasvertusage, 0, sizeof(int) * vertcount);
        // parse render list and accumulate surface normals
        while(shadercount--)
@@ -775,210 +690,190 @@ void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
                d = *renderlist++;
                while (d--)
                {
-                       a = renderlist[0]*3;
-                       b = renderlist[1]*3;
-                       c = renderlist[2]*3;
-                       v1[0] = aliasvert[a+0] - aliasvert[b+0];
-                       v1[1] = aliasvert[a+1] - aliasvert[b+1];
-                       v1[2] = aliasvert[a+2] - aliasvert[b+2];
-                       v2[0] = aliasvert[c+0] - aliasvert[b+0];
-                       v2[1] = aliasvert[c+1] - aliasvert[b+1];
-                       v2[2] = aliasvert[c+2] - aliasvert[b+2];
+                       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);
-                       VectorNormalize(normal);
+                       VectorNormalizeFast(normal);
                        // add surface normal to vertices
-                       aliasvertnorm[a+0] += normal[0];
-                       aliasvertnorm[a+1] += normal[1];
-                       aliasvertnorm[a+2] += normal[2];
-                       aliasvertusage[a]++;
-                       aliasvertnorm[b+0] += normal[0];
-                       aliasvertnorm[b+1] += normal[1];
-                       aliasvertnorm[b+2] += normal[2];
-                       aliasvertusage[b]++;
-                       aliasvertnorm[c+0] += normal[0];
-                       aliasvertnorm[c+1] += normal[1];
-                       aliasvertnorm[c+2] += normal[2];
-                       aliasvertusage[c]++;
+                       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 = aliasvertnorm;
+       out = normal3f;
        u = aliasvertusage;
        while(vertcount--)
        {
                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)
+void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
 {
-       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, 0, aliasvert);
-       glEnableClientState(GL_VERTEX_ARRAY);
-
-       glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
-       glEnableClientState(GL_COLOR_ARRAY);
-
-       glTexCoordPointer(2, GL_FLOAT, 0, (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);
+       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;
 
-       glDisableClientState(GL_VERTEX_ARRAY);
-}
+       R_Mesh_Matrix(&ent->matrix);
 
-void GL_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
-{
-       vec3_t diff;
-       int i, c, *renderlist;
-       if (!r_render.value)
-               return;
-       renderlist = (int *)(m->lump_render.start + (int) m);
-       glDisable(GL_TEXTURE_2D);
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(0); // disable zbuffer updates
+       // 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];
 
-       VectorSubtract(org, r_origin, diff);
-       glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+       numverts = ent->model->alias.zymnum_verts;
+       numtriangles = *renderlist++;
+       elements = renderlist;
 
-       glVertexPointer(3, GL_FLOAT, 0, aliasvert);
-       glEnableClientState(GL_VERTEX_ARRAY);
+       expandaliasvert(numverts);
 
-       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
        }
+       ifog = 1 - fog;
 
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-       glEnable(GL_TEXTURE_2D);
-       glColor3f (1,1,1);
-}
-
-/*
-=================
-R_DrawZymoticFrame
-=================
-*/
-void R_DrawZymoticFrame (zymtype1header_t *m, float alpha, vec3_t color, entity_t *ent, int shadow, vec3_t org, vec3_t angles, vec_t scale, frameblend_t *blend, int skinblah, int effects, int flags)
-{
-       ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), blend, (zymbone_t *)(m->lump_bones.start + (int) m), org, angles, scale);
-       ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
-       ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
-
-       R_LightModel(ent, m->numverts, org, color);
-
-       if (!r_render.value)
-               return;
-       glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-       glShadeModel(GL_SMOOTH);
-       if (effects & EF_ADDITIVE)
+       if (ent->effects & EF_ADDITIVE)
        {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
-       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);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
        }
        else
        {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
+       GL_DepthTest(true);
+       GL_VertexPointer(varray_vertex3f);
 
-       GL_DrawZymoticModelMesh(aliasvertcolor, m);
+       memset(&mstate, 0, sizeof(mstate));
+       colorscale = r_colorscale;
+       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;
+       R_Mesh_State_Texture(&mstate);
 
-       if (fogenabled)
-               GL_DrawZymoticModelMeshFog(org, m);
+       ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
 
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
-}
+       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))
+       {
+               GL_ColorPointer(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_Draw(numverts, numtriangles, elements);
+       c_alias_polys += numtriangles;
 
-/*
-=================
-R_DrawAliasModel
+       if (fog)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               GL_VertexPointer(varray_vertex3f);
 
-=================
-*/
-void R_DrawAliasModel (entity_t *ent, int cull, float alpha, model_t *clmodel, frameblend_t *blend, int skin, vec3_t org, vec3_t angles, vec_t scale, int effects, int flags, int colormap)
-{
-       int                     i;
-       vec3_t          mins, maxs, color;
-       void            *modelheader;
-       rtexture_t      **skinset;
+               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;
+               R_Mesh_State_Texture(&mstate);
 
-       if (alpha < (1.0 / 64.0))
-               return; // basically completely transparent
+               GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
+               ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
+               R_Mesh_Draw(numverts, numtriangles, elements);
+               c_alias_polys += numtriangles;
+       }
+}
 
-       VectorAdd (org, clmodel->mins, mins);
-       VectorAdd (org, clmodel->maxs, maxs);
+void R_Model_Zymotic_Draw(entity_render_t *ent)
+{
+       int i;
 
-       if (cull && R_VisibleCullBox (mins, maxs))
-               return;
+       if (ent->alpha < (1.0f / 64.0f))
+               return; // basically completely transparent
 
        c_models++;
 
-       if (skin < 0 || skin >= clmodel->numskins)
+       for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
        {
-               skin = 0;
-               Con_DPrintf("invalid skin number %d for model %s\n", skin, clmodel->name);
+               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);
        }
+}
 
-       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_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
+{
+       // FIXME
+}
 
-       if (r_render.value)
-               glEnable (GL_TEXTURE_2D);
+void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
+{
+       // FIXME
+}
 
-       c_alias_polys += clmodel->numtris;
-       if (clmodel->aliastype == ALIASTYPE_ZYM)
-               R_DrawZymoticFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, 0                   , effects, flags);
-       else if (clmodel->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasFrame (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset[0]          , effects, flags);
-       else
-               R_DrawAliasFrame   (modelheader, alpha, color, ent, ent != &cl.viewent, org, angles, scale, blend, skinset   , colormap, effects, flags);
+void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
+{
+       // FIXME
 }
+