]> 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 c55f9c33787e20fbf2fd8a827e6a0d499d2b8034..7d3a70026f34d0395b7b344d2f0779fd76d41131 100644 (file)
@@ -9,33 +9,66 @@ typedef struct
 } zymbonematrix;
 
 // LordHavoc: vertex arrays
-
-float *aliasvertbuf;
-float *aliasvertcolorbuf;
-float *aliasvert; // this may point at aliasvertbuf or at vertex arrays in the mesh backend
-float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-
-float *aliasvertcolor2;
-float *aliasvertnorm;
+int aliasvertmax = 0;
+void *aliasvertarrays = NULL;
+float *aliasvertcolor4fbuf = NULL;
+float *aliasvertcolor4f = NULL; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
+float *aliasvert_vertex3f = NULL;
+float *aliasvert_svector3f = NULL;
+float *aliasvert_tvector3f = NULL;
+float *aliasvert_normal3f = NULL;
+
+float *aliasvertcolor2_4f = NULL;
 int *aliasvertusage;
 zymbonematrix *zymbonepose;
 
 mempool_t *gl_models_mempool;
 
+#define expandaliasvert(newmax) if ((newmax) > aliasvertmax) gl_models_allocarrays(newmax)
+
+void gl_models_allocarrays(int newmax)
+{
+       qbyte *data;
+       aliasvertmax = newmax;
+       if (aliasvertarrays != NULL)
+               Mem_Free(aliasvertarrays);
+       aliasvertarrays = Mem_Alloc(gl_models_mempool, aliasvertmax * (sizeof(float[4+4+3+3+3+3]) + sizeof(int[3])));
+       data = aliasvertarrays;
+       aliasvertcolor4f = aliasvertcolor4fbuf = (void *)data;data += aliasvertmax * sizeof(float[4]);
+       aliasvertcolor2_4f = (void *)data;data += aliasvertmax * sizeof(float[4]); // used temporarily for tinted coloring
+       aliasvert_vertex3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+       aliasvert_svector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+       aliasvert_tvector3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+       aliasvert_normal3f = (void *)data;data += aliasvertmax * sizeof(float[3]);
+       aliasvertusage = (void *)data;data += aliasvertmax * sizeof(int[3]);
+}
+
+void gl_models_freearrays(void)
+{
+       aliasvertmax = 0;
+       if (aliasvertarrays != NULL)
+               Mem_Free(aliasvertarrays);
+       aliasvertarrays = NULL;
+       aliasvertcolor4f = aliasvertcolor4fbuf = NULL;
+       aliasvertcolor2_4f = NULL;
+       aliasvert_vertex3f = NULL;
+       aliasvert_svector3f = NULL;
+       aliasvert_tvector3f = NULL;
+       aliasvert_normal3f = NULL;
+       aliasvertusage = NULL;
+}
+
 void gl_models_start(void)
 {
        // allocate vertex processing arrays
        gl_models_mempool = Mem_AllocPool("GL_Models");
-       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]));
+       gl_models_allocarrays(4096);
 }
 
 void gl_models_shutdown(void)
 {
+       gl_models_freearrays();
        Mem_FreePool(&gl_models_mempool);
 }
 
@@ -48,189 +81,97 @@ void GL_Models_Init(void)
        R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
 }
 
-void R_AliasLerpVerts(int vertcount, float *vertices, float *normals,
-               float lerp1, const trivertx_t *verts1, const vec3_t fscale1, const vec3_t translate1,
-               float lerp2, const trivertx_t *verts2, const vec3_t fscale2, const vec3_t translate2,
-               float lerp3, const trivertx_t *verts3, const vec3_t fscale3, const vec3_t translate3,
-               float lerp4, const trivertx_t *verts4, const vec3_t fscale4, const vec3_t translate4)
+#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 scale1, scale2, scale3, scale4, translate;
-       const float *n1, *n2, *n3, *n4;
-       float *av, *avn;
-       av = vertices;
-       avn = normals;
-       VectorScale(fscale1, lerp1, scale1);
-       if (lerp2)
+       int i, vertcount;
+       float lerp1, lerp2, lerp3, lerp4;
+       const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
+
+       switch(whicharray)
        {
-               VectorScale(fscale2, lerp2, scale2);
-               if (lerp3)
-               {
-                       VectorScale(fscale3, lerp3, scale3);
-                       if (lerp4)
-                       {
-                               VectorScale(fscale4, lerp4, scale4);
-                               translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3 + translate4[0] * lerp4;
-                               translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3 + translate4[1] * lerp4;
-                               translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3 + translate4[2] * lerp4;
-                               // generate vertices
-                               for (i = 0;i < vertcount;i++)
-                               {
-                                       av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + verts4->v[0] * scale4[0] + translate[0];
-                                       av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + verts4->v[1] * scale4[1] + translate[1];
-                                       av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + verts4->v[2] * scale4[2] + translate[2];
-                                       n1 = m_bytenormals[verts1->lightnormalindex];
-                                       n2 = m_bytenormals[verts2->lightnormalindex];
-                                       n3 = m_bytenormals[verts3->lightnormalindex];
-                                       n4 = m_bytenormals[verts4->lightnormalindex];
-                                       avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3 + n4[0] * lerp4;
-                                       avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3 + n4[1] * lerp4;
-                                       avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3 + n4[2] * lerp4;
-                                       av += 4;
-                                       avn += 3;
-                                       verts1++;verts2++;verts3++;verts4++;
-                               }
-                       }
-                       else
-                       {
-                               translate[0] = translate1[0] * lerp1 + translate2[0] * lerp2 + translate3[0] * lerp3;
-                               translate[1] = translate1[1] * lerp1 + translate2[1] * lerp2 + translate3[1] * lerp3;
-                               translate[2] = translate1[2] * lerp1 + translate2[2] * lerp2 + translate3[2] * lerp3;
-                               // generate vertices
-                               for (i = 0;i < vertcount;i++)
-                               {
-                                       av[0] = verts1->v[0] * scale1[0] + verts2->v[0] * scale2[0] + verts3->v[0] * scale3[0] + translate[0];
-                                       av[1] = verts1->v[1] * scale1[1] + verts2->v[1] * scale2[1] + verts3->v[1] * scale3[1] + translate[1];
-                                       av[2] = verts1->v[2] * scale1[2] + verts2->v[2] * scale2[2] + verts3->v[2] * scale3[2] + translate[2];
-                                       n1 = m_bytenormals[verts1->lightnormalindex];
-                                       n2 = m_bytenormals[verts2->lightnormalindex];
-                                       n3 = m_bytenormals[verts3->lightnormalindex];
-                                       avn[0] = n1[0] * lerp1 + n2[0] * lerp2 + n3[0] * lerp3;
-                                       avn[1] = n1[1] * lerp1 + n2[1] * lerp2 + n3[1] * lerp3;
-                                       avn[2] = n1[2] * lerp1 + n2[2] * lerp2 + n3[2] * lerp3;
-                                       av += 4;
-                                       avn += 3;
-                                       verts1++;verts2++;verts3++;
-                               }
-                       }
-               }
-               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 += 4;
-                               avn += 3;
-                               verts1++;verts2++;
-                       }
-               }
+       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;
        }
-       else
+
+       vertcount = mesh->num_vertices;
+       verts1 = vertsbase + ent->frameblend[0].frame * vertcount * 3;
+       lerp1 = ent->frameblend[0].lerp;
+       if (ent->frameblend[1].lerp)
        {
-               translate[0] = translate1[0] * lerp1;
-               translate[1] = translate1[1] * lerp1;
-               translate[2] = translate1[2] * lerp1;
-               // generate vertices
-               if (lerp1 != 1)
+               verts2 = vertsbase + ent->frameblend[1].frame * vertcount * 3;
+               lerp2 = ent->frameblend[1].lerp;
+               if (ent->frameblend[2].lerp)
                {
-                       // general but almost never used case
-                       for (i = 0;i < vertcount;i++)
+                       verts3 = vertsbase + ent->frameblend[2].frame * vertcount * 3;
+                       lerp3 = ent->frameblend[2].lerp;
+                       if (ent->frameblend[3].lerp)
                        {
-                               av[0] = verts1->v[0] * scale1[0] + translate[0];
-                               av[1] = verts1->v[1] * scale1[1] + translate[1];
-                               av[2] = verts1->v[2] * scale1[2] + translate[2];
-                               n1 = m_bytenormals[verts1->lightnormalindex];
-                               avn[0] = n1[0] * lerp1;
-                               avn[1] = n1[1] * lerp1;
-                               avn[2] = n1[2] * lerp1;
-                               av += 4;
-                               avn += 3;
-                               verts1++;
+                               verts4 = vertsbase + ent->frameblend[3].frame * vertcount * 3;
+                               lerp4 = ent->frameblend[3].lerp;
+                               for (i = 0;i < vertcount * 3;i++)
+                                       VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i);
                        }
+                       else
+                               for (i = 0;i < vertcount * 3;i++)
+                                       VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
                }
                else
-               {
-                       // fast normal case
-                       for (i = 0;i < vertcount;i++)
-                       {
-                               av[0] = verts1->v[0] * scale1[0] + translate[0];
-                               av[1] = verts1->v[1] * scale1[1] + translate[1];
-                               av[2] = verts1->v[2] * scale1[2] + translate[2];
-                               VectorCopy(m_bytenormals[verts1->lightnormalindex], avn);
-                               av += 4;
-                               avn += 3;
-                               verts1++;
-                       }
-               }
+                       for (i = 0;i < vertcount * 3;i++)
+                               VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
        }
+       else
+               memcpy(out3f, verts1, vertcount * sizeof(float[3]));
 }
 
-skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
+aliaslayer_t r_aliasnoskinlayers[2] = {{ALIASLAYER_DIFFUSE, NULL, NULL}, {ALIASLAYER_FOG | ALIASLAYER_FORCEDRAW_IF_FIRSTPASS, NULL, NULL}};
+aliasskin_t r_aliasnoskin = {0, 2, r_aliasnoskinlayers};
+aliasskin_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
 {
        model_t *model = ent->model;
-       unsigned int s = (unsigned int) ent->skinnum;
-       if (s >= model->numskins)
-               s = 0;
-       if (model->skinscenes[s].framecount > 1)
-               return &model->skinframes[model->skinscenes[s].firstframe + (int) (cl.time * 10) % model->skinscenes[s].framecount];
+       if (model->numskins)
+       {
+               int s = ent->skinnum;
+               if ((unsigned int)s >= (unsigned int)model->numskins)
+                       s = 0;
+               if (model->skinscenes[s].framecount > 1)
+                       s = model->skinscenes[s].firstframe + (int) (cl.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+               else
+                       s = model->skinscenes[s].firstframe;
+               if (s >= mesh->num_skins)
+                       s = 0;
+               return mesh->data_skins + s;
+       }
        else
-               return &model->skinframes[model->skinscenes[s].firstframe];
-}
-
-void R_LerpMDLMD2Vertices(const entity_render_t *ent, float *vertices, float *normals)
-{
-       const md2frame_t *frame1, *frame2, *frame3, *frame4;
-       const trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
-       const model_t *model = ent->model;
-
-       frame1 = &model->mdlmd2data_frames[ent->frameblend[0].frame];
-       frame2 = &model->mdlmd2data_frames[ent->frameblend[1].frame];
-       frame3 = &model->mdlmd2data_frames[ent->frameblend[2].frame];
-       frame4 = &model->mdlmd2data_frames[ent->frameblend[3].frame];
-       frame1verts = &model->mdlmd2data_pose[ent->frameblend[0].frame * model->numverts];
-       frame2verts = &model->mdlmd2data_pose[ent->frameblend[1].frame * model->numverts];
-       frame3verts = &model->mdlmd2data_pose[ent->frameblend[2].frame * model->numverts];
-       frame4verts = &model->mdlmd2data_pose[ent->frameblend[3].frame * model->numverts];
-       R_AliasLerpVerts(model->numverts, vertices, normals,
-               ent->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
-               ent->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
-               ent->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
-               ent->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
+       {
+               r_aliasnoskinlayers[0].texture = r_notexture;
+               return &r_aliasnoskin;
+       }
 }
 
-void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2)
+void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
 {
-       int i, c, fullbright, pantsfullbright, shirtfullbright, colormapped, tex;
-       float pantscolor[3], shirtcolor[3];
-       float fog, ifog, colorscale;
+       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;
-       model_t *model;
-       skinframe_t *skinframe;
        const entity_render_t *ent = calldata1;
-       int blendfunc1, blendfunc2;
+       aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
+       aliaslayer_t *layer;
+       aliasskin_t *skin;
 
        R_Mesh_Matrix(&ent->matrix);
 
-       model = ent->model;
-       R_Mesh_ResizeCheck(model->numverts);
-
-       skinframe = R_FetchSkinFrame(ent);
-
-       fullbright = (ent->effects & EF_FULLBRIGHT) != 0;
-
        fog = 0;
        if (fogenabled)
        {
@@ -249,267 +190,129 @@ void R_DrawQ1Q2AliasModelCallback (const void *calldata1, int calldata2)
        }
        ifog = 1 - fog;
 
-       if (ent->effects & EF_ADDITIVE)
-       {
-               blendfunc1 = GL_SRC_ALPHA;
-               blendfunc2 = GL_ONE;
-       }
-       else if (ent->alpha != 1.0 || skinframe->fog != NULL)
-       {
-               blendfunc1 = GL_SRC_ALPHA;
-               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               blendfunc1 = GL_ONE;
-               blendfunc2 = GL_ZERO;
-       }
-
-       R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvertnorm);
-       memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[4]));
-       if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
+       firstpass = true;
+       skin = R_FetchAliasSkin(ent, mesh);
+       for (layernum = 0, layer = skin->data_layers;layernum < skin->num_layers;layernum++, layer++)
        {
-               // untextured
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = blendfunc1;
-               m.blendfunc2 = blendfunc2;
-               colorscale = r_colorscale;
-               if (gl_combine.integer)
+               if (!(layer->flags & ALIASLAYER_FORCEDRAW_IF_FIRSTPASS) || !firstpass)
                {
-                       colorscale *= 0.25f;
-                       m.texrgbscale[0] = 4;
+                       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;
                }
-               m.tex[0] = R_GetTexture(r_notexture);
-               R_Mesh_State(&m);
-               c_alias_polys += model->numtris;
-               for (i = 0;i < model->numverts * 4;i += 4)
+               if (!firstpass || (ent->effects & EF_ADDITIVE))
                {
-                       varray_texcoord[0][i + 0] *= 8.0f;
-                       varray_texcoord[0][i + 1] *= 8.0f;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
                }
-               R_LightModel(ent, model->numverts, varray_vertex, aliasvertnorm, varray_color, colorscale, colorscale, colorscale, false);
-               GL_UseColorArray();
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-               return;
-       }
-
-       colormapped = !skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt));
-       if (colormapped)
-       {
-               // 128-224 are backwards ranges
-               c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
-               bcolor = (qbyte *) (&d_8to24table[c]);
-               pantsfullbright = c >= 224;
-               VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
-               c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
-               bcolor = (qbyte *) (&d_8to24table[c]);
-               shirtfullbright = c >= 224;
-               VectorScale(bcolor, (1.0f / 255.0f), shirtcolor);
-       }
-       else
-       {
-               pantscolor[0] = pantscolor[1] = pantscolor[2] = shirtcolor[0] = shirtcolor[1] = shirtcolor[2] = 1;
-               pantsfullbright = shirtfullbright = false;
-       }
-
-       tex = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
-       if (tex)
-       {
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = blendfunc1;
-               m.blendfunc2 = blendfunc2;
-               colorscale = r_colorscale;
-               if (gl_combine.integer)
+               else if ((skin->flags & ALIASSKIN_TRANSPARENT) || ent->alpha != 1.0)
                {
-                       colorscale *= 0.25f;
-                       m.texrgbscale[0] = 4;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
                }
-               m.tex[0] = tex;
-               R_Mesh_State(&m);
-               if (fullbright)
-                       GL_Color(colorscale * ifog, colorscale * ifog, colorscale * ifog, ent->alpha);
                else
                {
-                       GL_UseColorArray();
-                       R_LightModel(ent, model->numverts, varray_vertex, aliasvertnorm, varray_color, colorscale * ifog, colorscale * ifog, colorscale * ifog, false);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
                }
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-               c_alias_polys += model->numtris;
-               blendfunc1 = GL_SRC_ALPHA;
-               blendfunc2 = GL_ONE;
-       }
+               GL_DepthTest(true);
+               firstpass = false;
+               expandaliasvert(mesh->num_vertices);
+               colorscale = r_colorscale;
 
-       if (colormapped)
-       {
-               if (skinframe->pants)
+               memset(&m, 0, sizeof(m));
+               if (layer->texture != NULL)
                {
-                       tex = R_GetTexture(skinframe->pants);
-                       if (tex)
+                       m.tex[0] = R_GetTexture(layer->texture);
+                       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+                       if (gl_combine.integer && layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
                        {
-                               memset(&m, 0, sizeof(m));
-                               m.blendfunc1 = blendfunc1;
-                               m.blendfunc2 = blendfunc2;
-                               colorscale = r_colorscale;
-                               if (gl_combine.integer)
-                               {
-                                       colorscale *= 0.25f;
-                                       m.texrgbscale[0] = 4;
-                               }
-                               m.tex[0] = tex;
-                               R_Mesh_State(&m);
-                               if (pantsfullbright)
-                                       GL_Color(pantscolor[0] * colorscale * ifog, pantscolor[1] * colorscale * ifog, pantscolor[2] * colorscale * ifog, ent->alpha);
-                               else
-                               {
-                                       GL_UseColorArray();
-                                       R_LightModel(ent, model->numverts, varray_vertex, aliasvertnorm, varray_color, pantscolor[0] * colorscale * ifog, pantscolor[1] * colorscale * ifog, pantscolor[2] * colorscale * ifog, false);
-                               }
-                               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-                               c_alias_polys += model->numtris;
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE;
+                               colorscale *= 0.25f;
+                               m.texrgbscale[0] = 4;
                        }
                }
-               if (skinframe->shirt)
+               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)
                {
-                       tex = R_GetTexture(skinframe->shirt);
-                       if (tex)
+                       colorscale *= fog;
+                       GL_Color(fogcolor[0] * colorscale, fogcolor[1] * colorscale, fogcolor[2] * colorscale, ent->alpha);
+               }
+               else
+               {
+                       fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
+                       if (r_shadow_realtime_world.integer && !fullbright)
                        {
-                               memset(&m, 0, sizeof(m));
-                               m.blendfunc1 = blendfunc1;
-                               m.blendfunc2 = blendfunc2;
-                               colorscale = r_colorscale;
-                               if (gl_combine.integer)
+                               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 (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
                                {
-                                       colorscale *= 0.25f;
-                                       m.texrgbscale[0] = 4;
+                                       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);
                                }
-                               m.tex[0] = tex;
-                               R_Mesh_State(&m);
-                               if (shirtfullbright)
-                                       GL_Color(shirtcolor[0] * colorscale * ifog, shirtcolor[1] * colorscale * ifog, shirtcolor[2] * colorscale * ifog, ent->alpha);
                                else
-                               {
-                                       GL_UseColorArray();
-                                       R_LightModel(ent, model->numverts, varray_vertex, aliasvertnorm, varray_color, shirtcolor[0] * colorscale * ifog, shirtcolor[1] * colorscale * ifog, shirtcolor[2] * colorscale * ifog, false);
-                               }
-                               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-                               c_alias_polys += model->numtris;
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE;
+                                       GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
                        }
                }
-       }
-       if (skinframe->glow)
-       {
-               tex = R_GetTexture(skinframe->glow);
-               if (tex)
-               {
-                       memset(&m, 0, sizeof(m));
-                       m.blendfunc1 = blendfunc1;
-                       m.blendfunc2 = blendfunc2;
-                       m.tex[0] = tex;
-                       R_Mesh_State(&m);
-
-                       blendfunc1 = GL_SRC_ALPHA;
-                       blendfunc2 = GL_ONE;
-                       c_alias_polys += model->numtris;
-                       GL_Color(ifog * r_colorscale, ifog * r_colorscale, ifog * r_colorscale, ent->alpha);
-                       R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-               }
-       }
-       if (fog)
-       {
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = GL_SRC_ALPHA;
-               m.blendfunc2 = GL_ONE;
-               m.tex[0] = R_GetTexture(skinframe->fog);
-               R_Mesh_State(&m);
-
-               c_alias_polys += model->numtris;
-               GL_Color(fogcolor[0] * fog * r_colorscale, fogcolor[1] * fog * r_colorscale, fogcolor[2] * fog * r_colorscale, ent->alpha);
-               R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
+               R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
        }
 }
 
 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++;
 
-       if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchSkinFrame(ent)->fog != NULL)
-               R_MeshQueue_AddTransparent(ent->origin, R_DrawQ1Q2AliasModelCallback, ent, 0);
-       else
-               R_DrawQ1Q2AliasModelCallback(ent, 0);
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
+       {
+               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->flags & ALIASSKIN_TRANSPARENT)
+                       R_MeshQueue_AddTransparent(ent->origin, R_DrawAliasModelCallback, ent, meshnum);
+               else
+                       R_DrawAliasModelCallback(ent, meshnum);
+       }
 }
 
-extern cvar_t r_shadows;
 void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
 {
-       int i;
+       int i, meshnum;
+       aliasmesh_t *mesh;
+       aliasskin_t *skin;
        rmeshstate_t m;
-       model_t *model;
-       float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
+       float *v, plane[4], dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
 
-       /*
-       if (r_shadows.integer > 1)
-       {
-               float f, lightscale, lightcolor[3];
-               vec3_t temp;
-               mlight_t *sl;
-               rdlight_t *rd;
-               memset(&m, 0, sizeof(m));
-               m.blendfunc1 = GL_ONE;
-               m.blendfunc2 = GL_ONE;
-               R_Mesh_State(&m);
-               R_Mesh_Matrix(&ent->matrix);
-               for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++)
-               {
-                       if (d_lightstylevalue[sl->style] > 0)
-                       {
-                               VectorSubtract(ent->origin, sl->origin, temp);
-                               f = DotProduct(temp,temp);
-                               if (f < (ent->model->radius2 + sl->cullradius2))
-                               {
-                                       model = ent->model;
-                                       R_Mesh_ResizeCheck(model->numverts * 2);
-                                       R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvertnorm);
-                                       Matrix4x4_Transform(&ent->inversematrix, sl->origin, temp);
-                                       GL_Color(0.1 * r_colorscale, 0.025 * r_colorscale, 0.0125 * r_colorscale, 1);
-                                       R_Shadow_Volume(model->numverts, model->numtris, varray_vertex, model->mdlmd2data_indices, model->mdlmd2data_triangleneighbors, temp, sl->cullradius + model->radius - sqrt(f), true);
-                                       GL_UseColorArray();
-                                       lightscale = d_lightstylevalue[sl->style] * (1.0f / 65536.0f);
-                                       VectorScale(sl->light, lightscale, lightcolor);
-                                       R_Shadow_VertexLight(model->numverts, varray_vertex, aliasvertnorm, temp, sl->cullradius2, sl->distbias, sl->subtract, lightcolor);
-                                       R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-                               }
-                       }
-               }
-               for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
-               {
-                       if (ent != rd->ent)
-                       {
-                               VectorSubtract(ent->origin, rd->origin, temp);
-                               f = DotProduct(temp,temp);
-                               if (f < (ent->model->radius2 + rd->cullradius2))
-                               {
-                                       model = ent->model;
-                                       R_Mesh_ResizeCheck(model->numverts * 2);
-                                       R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvertnorm);
-                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, temp);
-                                       GL_Color(0.1 * r_colorscale, 0.025 * r_colorscale, 0.0125 * r_colorscale, 1);
-                                       R_Shadow_Volume(model->numverts, model->numtris, varray_vertex, model->mdlmd2data_indices, model->mdlmd2data_triangleneighbors, temp, rd->cullradius + model->radius - sqrt(f), true);
-                                       GL_UseColorArray();
-                                       R_Shadow_VertexLight(model->numverts, varray_vertex, aliasvertnorm, temp, rd->cullradius2, LIGHTOFFSET, rd->subtract, rd->light);
-                                       R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-                               }
-                       }
-               }
+       if ((ent->effects & EF_ADDITIVE) || ent->alpha < 1)
                return;
-       }
-       */
 
        lightdirection[0] = 0.5;
        lightdirection[1] = 0.2;
@@ -517,78 +320,162 @@ void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
        VectorNormalizeFast(lightdirection);
 
        VectorMA(ent->origin, 65536.0f, lightdirection, v2);
-       if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 1)
+       if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, false, NULL, SUPERCONTENTS_SOLID) == 1)
                return;
 
        R_Mesh_Matrix(&ent->matrix);
 
-       model = ent->model;
-       R_Mesh_ResizeCheck(model->numverts);
-
        memset(&m, 0, sizeof(m));
-       m.blendfunc1 = GL_SRC_ALPHA;
-       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       R_Mesh_State(&m);
+       R_Mesh_State_Texture(&m);
 
-       c_alias_polys += model->numtris;
-       R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvertnorm);
+       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);
 
        // put a light direction in the entity's coordinate space
        Matrix4x4_Transform3x3(&ent->inversematrix, lightdirection, projection);
        VectorNormalizeFast(projection);
 
        // put the plane's normal in the entity's coordinate space
-       Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, planenormal);
-       VectorNormalizeFast(planenormal);
+       Matrix4x4_Transform3x3(&ent->inversematrix, surfnormal, plane);
+       VectorNormalizeFast(plane);
 
        // put the plane's distance in the entity's coordinate space
        VectorSubtract(floororigin, ent->origin, floororigin);
-       planedist = DotProduct(floororigin, surfnormal) + 2;
+       plane[3] = DotProduct(floororigin, surfnormal) + 2;
 
-       dist = -1.0f / DotProduct(projection, planenormal);
+       dist = -1.0f / DotProduct(projection, plane);
        VectorScale(projection, dist, projection);
-       for (i = 0, v = varray_vertex;i < model->numverts;i++, v += 4)
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++)
        {
-               dist = DotProduct(v, planenormal) - planedist;
-               if (dist > 0)
-               //if (i & 1)
-                       VectorMA(v, dist, projection, v);
+               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)
+               {
+                       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);
        }
-       GL_Color(0, 0, 0, 0.5);
-       R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
 }
 
-void R_Model_Alias_DrawDepth(entity_render_t *ent)
-{
-       R_Mesh_ResizeCheck(ent->model->numverts);
-       R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvertnorm);
-       R_Mesh_Draw(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices);
-}
-
-void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int visiblevolume)
+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;
        projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
        if (projectdistance > 0.1)
        {
-               R_Mesh_ResizeCheck(ent->model->numverts * 2);
-               R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvertnorm);
-               R_Shadow_Volume(ent->model->numverts, ent->model->numtris, varray_vertex, ent->model->mdlmd2data_indices, ent->model->mdlmd2data_triangleneighbors, relativelightorigin, lightradius, projectdistance, visiblevolume);
+               R_Mesh_Matrix(&ent->matrix);
+               for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
+               {
+                       skin = R_FetchAliasSkin(ent, mesh);
+                       if (skin->flags & ALIASSKIN_TRANSPARENT)
+                               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);
+               }
        }
 }
 
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, float lightdistbias, float lightsubtract, float *lightcolor)
+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)
 {
-       R_Mesh_ResizeCheck(ent->model->numverts);
-       R_LerpMDLMD2Vertices(ent, varray_vertex, aliasvertnorm);
-       R_Shadow_Light(ent->model->numverts, aliasvertnorm, relativelightorigin, lightradius, lightdistbias, lightsubtract, lightcolor);
-       GL_UseColorArray();
-       R_Mesh_Draw(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices);
-}
+       int c, meshnum, layernum;
+       float fog, ifog, lightcolor2[3];
+       vec3_t diff;
+       qbyte *bcolor;
+       aliasmesh_t *mesh;
+       aliaslayer_t *layer;
+       aliasskin_t *skin;
 
-void R_Model_Alias_DrawOntoLight(entity_render_t *ent)
-{
-       // FIXME
+       if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
+               return;
+
+       R_Mesh_Matrix(&ent->matrix);
+
+       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 (!(layer->flags & (ALIASLAYER_DIFFUSE | ALIASLAYER_SPECULAR))
+                        || ((layer->flags & ALIASLAYER_NODRAW_IF_NOTCOLORMAPPED) && ent->colormap < 0)
+                        || ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0))
+                               continue;
+                       lightcolor2[0] = lightcolor[0] * ifog;
+                       lightcolor2[1] = lightcolor[1] * ifog;
+                       lightcolor2[2] = lightcolor[2] * ifog;
+                       if (layer->flags & ALIASLAYER_SPECULAR)
+                       {
+                               c_alias_polys += mesh->num_triangles;
+                               R_Shadow_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);
+                       }
+                       else if (layer->flags & ALIASLAYER_DIFFUSE)
+                       {
+                               if (layer->flags & ALIASLAYER_COLORMAP_PANTS)
+                               {
+                                       // 128-224 are backwards ranges
+                                       c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+                                       // fullbright passes were already taken care of, so skip them in realtime lighting passes
+                                       if (c >= 224)
+                                               continue;
+                                       bcolor = (qbyte *) (&palette_complete[c]);
+                                       lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+                                       lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+                                       lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                               }
+                               else if (layer->flags & ALIASLAYER_COLORMAP_SHIRT)
+                               {
+                                       // 128-224 are backwards ranges
+                                       c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+                                       // fullbright passes were already taken care of, so skip them in realtime lighting passes
+                                       if (c >= 224)
+                                               continue;
+                                       bcolor = (qbyte *) (&palette_complete[c]);
+                                       lightcolor2[0] *= bcolor[0] * (1.0f / 255.0f);
+                                       lightcolor2[1] *= bcolor[1] * (1.0f / 255.0f);
+                                       lightcolor2[2] *= bcolor[2] * (1.0f / 255.0f);
+                               }
+                               c_alias_polys += mesh->num_triangles;
+                               R_Shadow_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);
+                       }
+               }
+       }
 }
 
 int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
@@ -785,17 +672,17 @@ void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymver
                                vert++;
                        }
                }
-               out += 4;
+               out += 3;
        }
 }
 
-void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, 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], s;
        int *u;
        // clear normals
-       memset(normals, 0, sizeof(float) * vertcount * 3);
+       memset(normal3f, 0, sizeof(float) * vertcount * 3);
        memset(aliasvertusage, 0, sizeof(int) * vertcount);
        // parse render list and accumulate surface normals
        while(shadercount--)
@@ -806,36 +693,36 @@ void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shader
                        a = renderlist[0]*4;
                        b = renderlist[1]*4;
                        c = renderlist[2]*4;
-                       v1[0] = vertex[a+0] - vertex[b+0];
-                       v1[1] = vertex[a+1] - vertex[b+1];
-                       v1[2] = vertex[a+2] - vertex[b+2];
-                       v2[0] = vertex[c+0] - vertex[b+0];
-                       v2[1] = vertex[c+1] - vertex[b+1];
-                       v2[2] = vertex[c+2] - vertex[b+2];
+                       v1[0] = vertex3f[a+0] - vertex3f[b+0];
+                       v1[1] = vertex3f[a+1] - vertex3f[b+1];
+                       v1[2] = vertex3f[a+2] - vertex3f[b+2];
+                       v2[0] = vertex3f[c+0] - vertex3f[b+0];
+                       v2[1] = vertex3f[c+1] - vertex3f[b+1];
+                       v2[2] = vertex3f[c+2] - vertex3f[b+2];
                        CrossProduct(v1, v2, normal);
                        VectorNormalizeFast(normal);
                        // add surface normal to vertices
                        a = renderlist[0] * 3;
-                       normals[a+0] += normal[0];
-                       normals[a+1] += normal[1];
-                       normals[a+2] += normal[2];
+                       normal3f[a+0] += normal[0];
+                       normal3f[a+1] += normal[1];
+                       normal3f[a+2] += normal[2];
                        aliasvertusage[renderlist[0]]++;
                        a = renderlist[1] * 3;
-                       normals[a+0] += normal[0];
-                       normals[a+1] += normal[1];
-                       normals[a+2] += normal[2];
+                       normal3f[a+0] += normal[0];
+                       normal3f[a+1] += normal[1];
+                       normal3f[a+2] += normal[2];
                        aliasvertusage[renderlist[1]]++;
                        a = renderlist[2] * 3;
-                       normals[a+0] += normal[0];
-                       normals[a+1] += normal[1];
-                       normals[a+2] += normal[2];
+                       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 = normals;
+       out = normal3f;
        u = aliasvertusage;
        while(vertcount--)
        {
@@ -853,7 +740,7 @@ void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shader
 
 void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
 {
-       float fog, ifog, colorscale;
+       float fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3];
        vec3_t diff;
        int i, *renderlist, *elements;
        rtexture_t *texture;
@@ -865,15 +752,16 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
        R_Mesh_Matrix(&ent->matrix);
 
        // find the vertex index list and texture
-       renderlist = ent->model->zymdata_renderlist;
+       renderlist = ent->model->alias.zymdata_renderlist;
        for (i = 0;i < shadernum;i++)
                renderlist += renderlist[0] * 3 + 1;
-       texture = ent->model->zymdata_textures[shadernum];
+       texture = ent->model->alias.zymdata_textures[shadernum];
 
-       numverts = ent->model->zymnum_verts;
+       numverts = ent->model->alias.zymnum_verts;
        numtriangles = *renderlist++;
        elements = renderlist;
-       R_Mesh_ResizeCheck(numverts);
+
+       expandaliasvert(numverts);
 
        fog = 0;
        if (fogenabled)
@@ -893,22 +781,25 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
        }
        ifog = 1 - fog;
 
-       memset(&mstate, 0, sizeof(mstate));
        if (ent->effects & EF_ADDITIVE)
        {
-               mstate.blendfunc1 = GL_SRC_ALPHA;
-               mstate.blendfunc2 = GL_ONE;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
        else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
        {
-               mstate.blendfunc1 = GL_SRC_ALPHA;
-               mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
        }
        else
        {
-               mstate.blendfunc1 = GL_ONE;
-               mstate.blendfunc2 = GL_ZERO;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
+       GL_DepthTest(true);
+       GL_VertexPointer(varray_vertex3f);
+
+       memset(&mstate, 0, sizeof(mstate));
        colorscale = r_colorscale;
        if (gl_combine.integer)
        {
@@ -916,25 +807,38 @@ void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
                colorscale *= 0.25f;
        }
        mstate.tex[0] = R_GetTexture(texture);
-       R_Mesh_State(&mstate);
-       ZymoticLerpBones(ent->model->zymnum_bones, (zymbonematrix *) ent->model->zymdata_poses, ent->frameblend, ent->model->zymdata_bones);
-       ZymoticTransformVerts(numverts, varray_vertex, ent->model->zymdata_vertbonecounts, ent->model->zymdata_verts);
-       ZymoticCalcNormals(numverts, varray_vertex, aliasvertnorm, ent->model->zymnum_shaders, ent->model->zymdata_renderlist);
-       memcpy(varray_texcoord[0], ent->model->zymdata_texcoords, ent->model->zymnum_verts * sizeof(float[4]));
-       GL_UseColorArray();
-       R_LightModel(ent, numverts, varray_vertex, aliasvertnorm, varray_color, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
+       mstate.pointer_texcoord[0] = ent->model->alias.zymdata_texcoords;
+       R_Mesh_State_Texture(&mstate);
+
+       ZymoticLerpBones(ent->model->alias.zymnum_bones, (zymbonematrix *) ent->model->alias.zymdata_poses, ent->frameblend, ent->model->alias.zymdata_bones);
+
+       ZymoticTransformVerts(numverts, varray_vertex3f, ent->model->alias.zymdata_vertbonecounts, ent->model->alias.zymdata_verts);
+       ZymoticCalcNormal3f(numverts, varray_vertex3f, aliasvert_normal3f, ent->model->alias.zymnum_shaders, ent->model->alias.zymdata_renderlist);
+       if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, ifog * colorscale, ifog * colorscale, ifog * colorscale, ent->alpha, false))
+       {
+               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;
 
        if (fog)
        {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
+               GL_DepthTest(true);
+               GL_VertexPointer(varray_vertex3f);
+
                memset(&mstate, 0, sizeof(mstate));
-               mstate.blendfunc1 = GL_SRC_ALPHA;
-               mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
                // FIXME: need alpha mask for fogging...
                //mstate.tex[0] = R_GetTexture(texture);
-               R_Mesh_State(&mstate);
+               //mstate.pointer_texcoord = ent->model->alias.zymdata_texcoords;
+               R_Mesh_State_Texture(&mstate);
+
                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;
        }
@@ -949,9 +853,9 @@ void R_Model_Zymotic_Draw(entity_render_t *ent)
 
        c_models++;
 
-       for (i = 0;i < ent->model->zymnum_shaders;i++)
+       for (i = 0;i < ent->model->alias.zymnum_shaders;i++)
        {
-               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->zymdata_textures[i]))
+               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_TextureHasAlpha(ent->model->alias.zymdata_textures[i]))
                        R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
                else
                        R_DrawZymoticModelMeshCallback(ent, i);
@@ -972,3 +876,4 @@ void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
 {
        // FIXME
 }
+