]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
finished model/map rendering merge, model renderer has been completely removed
[xonotic/darkplaces.git] / gl_models.c
index 07afa5578aea646bf75ec40e48bef673ef652174..8b137891791fe96927ad78e64b0aad7bded08bdc 100644 (file)
@@ -1,963 +1 @@
 
-#include "quakedef.h"
-
-//cvar_t gl_transform = {0, "gl_transform", "1"};
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
-
-typedef struct
-{
-       float m[3][4];
-} zymbonematrix;
-
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-float *aliasvertcolor;
-float *aliasvertcolor2;
-zymbonematrix *zymbonepose;
-int *aliasvertusage;
-
-rmeshinfo_t aliasmeshinfo;
-
-rtexture_t *chrometexture;
-
-int arraylocked = false;
-void GL_LockArray(int first, int count)
-{
-       if (gl_supportslockarrays && gl_lockarrays.integer)
-       {
-               qglLockArraysEXT(first, count);
-               arraylocked = true;
-       }
-}
-
-void GL_UnlockArray(void)
-{
-       if (arraylocked)
-       {
-               qglUnlockArraysEXT();
-               arraylocked = false;
-       }
-}
-
-/*
-void GL_SetupModelTransform (vec3_t origin, vec3_t angles, vec_t scale)
-{
-       glTranslatef (origin[0], origin[1], origin[2]);
-
-       if (scale != 1)
-               glScalef (scale, scale, scale);
-       if (angles[1])
-           glRotatef (angles[1],  0, 0, 1);
-       if (angles[0])
-           glRotatef (-angles[0],  0, 1, 0);
-       if (angles[2])
-           glRotatef (angles[2],  1, 0, 0);
-}
-*/
-
-rtexturepool_t *chrometexturepool;
-
-// currently unused reflection effect texture
-void makechrometexture(void)
-{
-       int i;
-       byte noise[64*64];
-       byte data[64*64][4];
-
-       fractalnoise(noise, 64, 8);
-
-       // convert to RGBA data
-       for (i = 0;i < 64*64;i++)
-       {
-               data[i][0] = data[i][1] = data[i][2] = noise[i];
-               data[i][3] = 255;
-       }
-
-       chrometexture = R_LoadTexture (chrometexturepool, "chrometexture", 64, 64, &data[0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
-}
-
-mempool_t *gl_models_mempool;
-
-void gl_models_start(void)
-{
-       // allocate vertex processing arrays
-       gl_models_mempool = Mem_AllocPool("GL_Models");
-       aliasvert = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertnorm = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][3]));
-       aliasvertcolor = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvertcolor2 = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4])); // used temporarily for tinted coloring
-       zymbonepose = Mem_Alloc(gl_models_mempool, sizeof(zymbonematrix[256]));
-       aliasvertusage = Mem_Alloc(gl_models_mempool, sizeof(int[MD2MAX_VERTS]));
-       chrometexturepool = R_AllocTexturePool();
-       makechrometexture();
-}
-
-void gl_models_shutdown(void)
-{
-       R_FreeTexturePool(&chrometexturepool);
-       Mem_FreePool(&gl_models_mempool);
-}
-
-void gl_models_newmap(void)
-{
-}
-
-void GL_Models_Init(void)
-{
-//     Cvar_RegisterVariable(&gl_transform);
-       Cvar_RegisterVariable(&gl_lockarrays);
-
-       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
-}
-
-void R_AliasTransformVerts(int vertcount)
-{
-       vec3_t point;
-       float *av, *avn;
-       av = aliasvert;
-       avn = aliasvertnorm;
-       while (vertcount >= 4)
-       {
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               vertcount -= 4;
-       }
-       while(vertcount > 0)
-       {
-               VectorCopy(av, point);softwaretransform(point, av);av += 3;
-               VectorCopy(avn, point);softwaretransformdirection(point, avn);avn += 3;
-               vertcount--;
-       }
-}
-
-void R_AliasLerpVerts(int vertcount,
-                                         float lerp1, trivertx_t *verts1, vec3_t fscale1, vec3_t translate1,
-                                         float lerp2, trivertx_t *verts2, vec3_t fscale2, vec3_t translate2,
-                                         float lerp3, trivertx_t *verts3, vec3_t fscale3, vec3_t translate3,
-                                         float lerp4, trivertx_t *verts4, vec3_t fscale4, vec3_t translate4)
-{
-       int i;
-       vec3_t scale1, scale2, scale3, scale4, translate;
-       float *n1, *n2, *n3, *n4;
-       float *av, *avn;
-       av = aliasvert;
-       avn = aliasvertnorm;
-       VectorScale(fscale1, lerp1, scale1);
-       if (lerp2)
-       {
-               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 += 3;
-                                       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 += 3;
-                                       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 += 3;
-                               avn += 3;
-                               verts1++;verts2++;
-                       }
-               }
-       }
-       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++;
-                       }
-               }
-       }
-}
-
-void R_DrawModelMesh(rtexture_t *skin, float *colors, float cred, float cgreen, float cblue)
-{
-       aliasmeshinfo.tex[0] = R_GetTexture(skin);
-       aliasmeshinfo.color = colors;
-       if (colors == NULL)
-       {
-               aliasmeshinfo.cr = cred;
-               aliasmeshinfo.cg = cgreen;
-               aliasmeshinfo.cb = cblue;
-               aliasmeshinfo.ca = currentrenderentity->alpha;
-       }
-
-       c_alias_polys += aliasmeshinfo.numtriangles;
-       R_Mesh_Draw(&aliasmeshinfo);
-
-       // leave it in a state for additional passes
-       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-       aliasmeshinfo.blendfunc2 = GL_ONE;
-}
-
-void R_TintModel(float *in, float *out, int verts, float r, float g, float b)
-{
-       int i;
-       for (i = 0;i < verts;i++)
-       {
-               out[0] = in[0] * r;
-               out[1] = in[1] * g;
-               out[2] = in[2] * b;
-               out[3] = in[3];
-               in += 4;
-               out += 4;
-       }
-}
-
-void R_SetupMDLMD2Frames(skinframe_t **skinframe)
-{
-       md2frame_t *frame1, *frame2, *frame3, *frame4;
-       trivertx_t *frame1verts, *frame2verts, *frame3verts, *frame4verts;
-       model_t *model;
-       model = currentrenderentity->model;
-
-       if (model->skinscenes[currentrenderentity->skinnum].framecount > 1)
-               *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe + (int) (cl.time * 10) % model->skinscenes[currentrenderentity->skinnum].framecount];
-       else
-               *skinframe = &model->skinframes[model->skinscenes[currentrenderentity->skinnum].firstframe];
-
-       frame1 = &model->mdlmd2data_frames[currentrenderentity->frameblend[0].frame];
-       frame2 = &model->mdlmd2data_frames[currentrenderentity->frameblend[1].frame];
-       frame3 = &model->mdlmd2data_frames[currentrenderentity->frameblend[2].frame];
-       frame4 = &model->mdlmd2data_frames[currentrenderentity->frameblend[3].frame];
-       frame1verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[0].frame * model->numverts];
-       frame2verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[1].frame * model->numverts];
-       frame3verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[2].frame * model->numverts];
-       frame4verts = &model->mdlmd2data_pose[currentrenderentity->frameblend[3].frame * model->numverts];
-       R_AliasLerpVerts(model->numverts,
-               currentrenderentity->frameblend[0].lerp, frame1verts, frame1->scale, frame1->translate,
-               currentrenderentity->frameblend[1].lerp, frame2verts, frame2->scale, frame2->translate,
-               currentrenderentity->frameblend[2].lerp, frame3verts, frame3->scale, frame3->translate,
-               currentrenderentity->frameblend[3].lerp, frame4verts, frame4->scale, frame4->translate);
-       R_AliasTransformVerts(model->numverts);
-
-       R_LightModel(model->numverts);
-}
-
-void R_DrawQ1AliasModel (void)
-{
-       float fog;
-       vec3_t diff;
-       model_t *model;
-       skinframe_t *skinframe;
-
-       model = currentrenderentity->model;
-
-       R_SetupMDLMD2Frames(&skinframe);
-
-       memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
-
-       aliasmeshinfo.vertex = aliasvert;
-       aliasmeshinfo.vertexstep = sizeof(float[3]);
-       aliasmeshinfo.numverts = model->numverts;
-       aliasmeshinfo.numtriangles = model->numtris;
-       aliasmeshinfo.index = model->mdldata_indices;
-       aliasmeshinfo.colorstep = sizeof(float[4]);
-       aliasmeshinfo.texcoords[0] = model->mdldata_texcoords;
-       aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
-
-       fog = 0;
-       if (fogenabled)
-       {
-               VectorSubtract(currentrenderentity->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
-       }
-
-       if (currentrenderentity->effects & EF_ADDITIVE)
-       {
-               aliasmeshinfo.transparent = true;
-               aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-               aliasmeshinfo.blendfunc2 = GL_ONE;
-       }
-       else if (currentrenderentity->alpha != 1.0 || skinframe->fog != NULL)
-       {
-               aliasmeshinfo.transparent = true;
-               aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-               aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               aliasmeshinfo.transparent = false;
-               aliasmeshinfo.blendfunc1 = GL_ONE;
-               aliasmeshinfo.blendfunc2 = GL_ZERO;
-       }
-
-       // darken source
-       if (fog)
-               R_TintModel(aliasvertcolor, aliasvertcolor, model->numverts, 1 - fog, 1 - fog, 1 - fog);
-
-       if (skinframe->base || skinframe->pants || skinframe->shirt || skinframe->glow || skinframe->merged)
-       {
-               if (currentrenderentity->colormap >= 0 && (skinframe->base || skinframe->pants || skinframe->shirt))
-               {
-                       int c;
-                       byte *color;
-                       if (skinframe->base)
-                               R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
-                       if (skinframe->pants)
-                       {
-                               c = (currentrenderentity->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
-                               color = (byte *) (&d_8to24table[c]);
-                               if (c >= 224) // fullbright ranges
-                                       R_DrawModelMesh(skinframe->pants, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
-                               else
-                               {
-                                       R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
-                                       R_DrawModelMesh(skinframe->pants, aliasvertcolor2, 0, 0, 0);
-                               }
-                       }
-                       if (skinframe->shirt)
-                       {
-                               c = currentrenderentity->colormap & 0xF0      ;c += (c >= 128 && c < 224) ? 4 : 12; // 128-224 are backwards ranges
-                               color = (byte *) (&d_8to24table[c]);
-                               if (c >= 224) // fullbright ranges
-                                       R_DrawModelMesh(skinframe->shirt, NULL, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
-                               else
-                               {
-                                       R_TintModel(aliasvertcolor, aliasvertcolor2, model->numverts, color[0] * (1.0f / 255.0f), color[1] * (1.0f / 255.0f), color[2] * (1.0f / 255.0f));
-                                       R_DrawModelMesh(skinframe->shirt, aliasvertcolor2, 0, 0, 0);
-                               }
-                       }
-               }
-               else
-               {
-                       if (skinframe->merged)
-                               R_DrawModelMesh(skinframe->merged, aliasvertcolor, 0, 0, 0);
-                       else
-                       {
-                               if (skinframe->base) R_DrawModelMesh(skinframe->base, aliasvertcolor, 0, 0, 0);
-                               if (skinframe->pants) R_DrawModelMesh(skinframe->pants, aliasvertcolor, 0, 0, 0);
-                               if (skinframe->shirt) R_DrawModelMesh(skinframe->shirt, aliasvertcolor, 0, 0, 0);
-                       }
-               }
-               if (skinframe->glow) R_DrawModelMesh(skinframe->glow, NULL, 1 - fog, 1 - fog, 1 - fog);
-       }
-       else
-               R_DrawModelMesh(0, NULL, 1 - fog, 1 - fog, 1 - fog);
-
-       if (fog)
-       {
-               aliasmeshinfo.tex[0] = R_GetTexture(skinframe->fog);
-               aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-               aliasmeshinfo.blendfunc2 = GL_ONE;
-               aliasmeshinfo.color = NULL;
-
-               aliasmeshinfo.cr = fogcolor[0];
-               aliasmeshinfo.cg = fogcolor[1];
-               aliasmeshinfo.cb = fogcolor[2];
-               aliasmeshinfo.ca = currentrenderentity->alpha * fog;
-
-               c_alias_polys += aliasmeshinfo.numtriangles;
-               R_Mesh_Draw(&aliasmeshinfo);
-       }
-}
-
-void R_DrawQ2AliasModel (void)
-{
-       int *order, count;
-       vec3_t diff;
-       skinframe_t *skinframe;
-       model_t *model;
-
-       model = currentrenderentity->model;
-
-       R_SetupMDLMD2Frames(&skinframe);
-
-       if (!r_render.integer)
-               return;
-
-       // FIXME FIXME FIXME rewrite loader to convert to triangle mesh
-       glBindTexture(GL_TEXTURE_2D, R_GetTexture(skinframe->base));
-
-       if (currentrenderentity->effects & EF_ADDITIVE)
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(skinframe->base))
-       {
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable(GL_BLEND);
-               glDepthMask(0);
-       }
-       else
-       {
-               glDisable(GL_BLEND);
-               glDepthMask(1);
-       }
-
-       // LordHavoc: big mess...
-       // using vertex arrays only slightly, although it is enough to prevent duplicates
-       // (saving half the transforms)
-       glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
-       glColorPointer(4, GL_FLOAT, sizeof(float[4]), aliasvertcolor);
-       glEnableClientState(GL_VERTEX_ARRAY);
-       glEnableClientState(GL_COLOR_ARRAY);
-
-       GL_LockArray(0, model->numverts);
-
-       order = model->md2data_glcmds;
-       while(1)
-       {
-               if (!(count = *order++))
-                       break;
-               if (count > 0)
-                       glBegin(GL_TRIANGLE_STRIP);
-               else
-               {
-                       glBegin(GL_TRIANGLE_FAN);
-                       count = -count;
-               }
-               do
-               {
-                       glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
-                       glArrayElement(order[2]);
-                       order += 3;
-               }
-               while (count--);
-       }
-
-       GL_UnlockArray();
-
-       glDisableClientState(GL_COLOR_ARRAY);
-       glDisableClientState(GL_VERTEX_ARRAY);
-
-       if (fogenabled)
-       {
-               glDisable (GL_TEXTURE_2D);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               glEnable (GL_BLEND);
-               glDepthMask(0); // disable zbuffer updates
-
-               VectorSubtract(currentrenderentity->origin, r_origin, diff);
-               glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff)));
-
-               // LordHavoc: big mess...
-               // using vertex arrays only slightly, although it is enough to prevent duplicates
-               // (saving half the transforms)
-               glVertexPointer(3, GL_FLOAT, sizeof(float[3]), aliasvert);
-               glEnableClientState(GL_VERTEX_ARRAY);
-
-               GL_LockArray(0, model->numverts);
-
-               order = model->md2data_glcmds;
-               while(1)
-               {
-                       if (!(count = *order++))
-                               break;
-                       if (count > 0)
-                               glBegin(GL_TRIANGLE_STRIP);
-                       else
-                       {
-                               glBegin(GL_TRIANGLE_FAN);
-                               count = -count;
-                       }
-                       do
-                       {
-                               glArrayElement(order[2]);
-                               order += 3;
-                       }
-                       while (count--);
-               }
-
-               GL_UnlockArray();
-
-               glDisableClientState(GL_VERTEX_ARRAY);
-
-               glEnable (GL_TEXTURE_2D);
-               glColor3f (1,1,1);
-       }
-
-       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glEnable (GL_BLEND);
-       glDepthMask(1);
-}
-
-int ZymoticLerpBones(int count, zymbonematrix *bonebase, frameblend_t *blend, zymbone_t *bone)
-{
-       int i;
-       float lerp1, lerp2, lerp3, lerp4;
-       zymbonematrix *out, rootmatrix, m, *bone1, *bone2, *bone3, *bone4;
-
-       /*
-       m.m[0][0] = 0;
-       m.m[0][1] = -1;
-       m.m[0][2] = 0;
-       m.m[0][3] = 0;
-       m.m[1][0] = 1;
-       m.m[1][1] = 0;
-       m.m[1][2] = 0;
-       m.m[1][3] = 0;
-       m.m[2][0] = 0;
-       m.m[2][1] = 0;
-       m.m[2][2] = 1;
-       m.m[2][3] = 0;
-       R_ConcatTransforms(&softwaretransform_matrix[0], &m.m[0], &rootmatrix.m[0]);
-       */
-
-       // LordHavoc: combine transform from zym coordinate space to quake coordinate space with model to world transform matrix
-       rootmatrix.m[0][0] = softwaretransform_matrix[0][1];
-       rootmatrix.m[0][1] = -softwaretransform_matrix[0][0];
-       rootmatrix.m[0][2] = softwaretransform_matrix[0][2];
-       rootmatrix.m[0][3] = softwaretransform_matrix[0][3];
-       rootmatrix.m[1][0] = softwaretransform_matrix[1][1];
-       rootmatrix.m[1][1] = -softwaretransform_matrix[1][0];
-       rootmatrix.m[1][2] = softwaretransform_matrix[1][2];
-       rootmatrix.m[1][3] = softwaretransform_matrix[1][3];
-       rootmatrix.m[2][0] = softwaretransform_matrix[2][1];
-       rootmatrix.m[2][1] = -softwaretransform_matrix[2][0];
-       rootmatrix.m[2][2] = softwaretransform_matrix[2][2];
-       rootmatrix.m[2][3] = softwaretransform_matrix[2][3];
-
-       bone1 = bonebase + blend[0].frame * count;
-       lerp1 = blend[0].lerp;
-       if (blend[1].lerp)
-       {
-               bone2 = bonebase + blend[1].frame * count;
-               lerp2 = blend[1].lerp;
-               if (blend[2].lerp)
-               {
-                       bone3 = bonebase + blend[2].frame * count;
-                       lerp3 = blend[2].lerp;
-                       if (blend[3].lerp)
-                       {
-                               // 4 poses
-                               bone4 = bonebase + blend[3].frame * count;
-                               lerp4 = blend[3].lerp;
-                               for (i = 0, out = zymbonepose;i < count;i++, out++)
-                               {
-                                       // interpolate matrices
-                                       m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
-                                       m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
-                                       m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
-                                       m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
-                                       m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
-                                       m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
-                                       m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
-                                       m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
-                                       m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
-                                       m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
-                                       m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
-                                       m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
-                                       if (bone->parent >= 0)
-                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
-                                       else
-                                               R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
-                                       bone1++;
-                                       bone2++;
-                                       bone3++;
-                                       bone4++;
-                                       bone++;
-                               }
-                       }
-                       else
-                       {
-                               // 3 poses
-                               for (i = 0, out = zymbonepose;i < count;i++, out++)
-                               {
-                                       // interpolate matrices
-                                       m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
-                                       m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
-                                       m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
-                                       m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
-                                       m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
-                                       m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
-                                       m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
-                                       m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
-                                       m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
-                                       m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
-                                       m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
-                                       m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
-                                       if (bone->parent >= 0)
-                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
-                                       else
-                                               R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
-                                       bone1++;
-                                       bone2++;
-                                       bone3++;
-                                       bone++;
-                               }
-                       }
-               }
-               else
-               {
-                       // 2 poses
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               // interpolate matrices
-                               m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
-                               m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
-                               m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
-                               m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
-                               m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
-                               m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
-                               m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
-                               m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
-                               m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
-                               m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
-                               m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
-                               m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
-                               bone1++;
-                               bone2++;
-                               bone++;
-                       }
-               }
-       }
-       else
-       {
-               // 1 pose
-               if (lerp1 != 1)
-               {
-                       // lerp != 1.0
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               // interpolate matrices
-                               m.m[0][0] = bone1->m[0][0] * lerp1;
-                               m.m[0][1] = bone1->m[0][1] * lerp1;
-                               m.m[0][2] = bone1->m[0][2] * lerp1;
-                               m.m[0][3] = bone1->m[0][3] * lerp1;
-                               m.m[1][0] = bone1->m[1][0] * lerp1;
-                               m.m[1][1] = bone1->m[1][1] * lerp1;
-                               m.m[1][2] = bone1->m[1][2] * lerp1;
-                               m.m[1][3] = bone1->m[1][3] * lerp1;
-                               m.m[2][0] = bone1->m[2][0] * lerp1;
-                               m.m[2][1] = bone1->m[2][1] * lerp1;
-                               m.m[2][2] = bone1->m[2][2] * lerp1;
-                               m.m[2][3] = bone1->m[2][3] * lerp1;
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0], &m.m[0], &out->m[0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0], &m.m[0], &out->m[0]);
-                               bone1++;
-                               bone++;
-                       }
-               }
-               else
-               {
-                       // lerp == 1.0
-                       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]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0], &bone1->m[0], &out->m[0]);
-                               bone1++;
-                               bone++;
-                       }
-               }
-       }
-       return true;
-}
-
-void ZymoticTransformVerts(int vertcount, int *bonecounts, zymvertex_t *vert)
-{
-       int c;
-       float *out = aliasvert;
-       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];
-                       out[0] = vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
-                       out[1] = vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
-                       out[2] = vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
-                       vert++;
-               }
-               else
-               {
-                       VectorClear(out);
-                       while(c--)
-                       {
-                               matrix = &zymbonepose[vert->bonenum];
-                               out[0] += vert->origin[0] * matrix->m[0][0] + vert->origin[1] * matrix->m[0][1] + vert->origin[2] * matrix->m[0][2] + matrix->m[0][3];
-                               out[1] += vert->origin[0] * matrix->m[1][0] + vert->origin[1] * matrix->m[1][1] + vert->origin[2] * matrix->m[1][2] + matrix->m[1][3];
-                               out[2] += vert->origin[0] * matrix->m[2][0] + vert->origin[1] * matrix->m[2][1] + vert->origin[2] * matrix->m[2][2] + matrix->m[2][3];
-                               vert++;
-                       }
-               }
-               out += 3;
-       }
-}
-
-void ZymoticCalcNormals(int vertcount, int shadercount, int *renderlist)
-{
-       int a, b, c, d;
-       float *out, v1[3], v2[3], normal[3], s;
-       int *u;
-       // clear normals
-       memset(aliasvertnorm, 0, sizeof(float) * vertcount * 3);
-       memset(aliasvertusage, 0, sizeof(int) * vertcount);
-       // parse render list and accumulate surface normals
-       while(shadercount--)
-       {
-               d = *renderlist++;
-               while (d--)
-               {
-                       a = renderlist[0]*3;
-                       b = renderlist[1]*3;
-                       c = renderlist[2]*3;
-                       v1[0] = aliasvert[a+0] - aliasvert[b+0];
-                       v1[1] = aliasvert[a+1] - aliasvert[b+1];
-                       v1[2] = aliasvert[a+2] - aliasvert[b+2];
-                       v2[0] = aliasvert[c+0] - aliasvert[b+0];
-                       v2[1] = aliasvert[c+1] - aliasvert[b+1];
-                       v2[2] = aliasvert[c+2] - aliasvert[b+2];
-                       CrossProduct(v1, v2, normal);
-                       VectorNormalizeFast(normal);
-                       // add surface normal to vertices
-                       aliasvertnorm[a+0] += normal[0];
-                       aliasvertnorm[a+1] += normal[1];
-                       aliasvertnorm[a+2] += normal[2];
-                       aliasvertusage[renderlist[0]]++;
-                       aliasvertnorm[b+0] += normal[0];
-                       aliasvertnorm[b+1] += normal[1];
-                       aliasvertnorm[b+2] += normal[2];
-                       aliasvertusage[renderlist[1]]++;
-                       aliasvertnorm[c+0] += normal[0];
-                       aliasvertnorm[c+1] += normal[1];
-                       aliasvertnorm[c+2] += normal[2];
-                       aliasvertusage[renderlist[2]]++;
-                       renderlist += 3;
-               }
-       }
-       // average surface normals
-       out = aliasvertnorm;
-       u = aliasvertusage;
-       while(vertcount--)
-       {
-               if (*u > 1)
-               {
-                       s = ixtable[*u];
-                       out[0] *= s;
-                       out[1] *= s;
-                       out[2] *= s;
-               }
-               u++;
-               out += 3;
-       }
-}
-
-void R_DrawZymoticModelMesh(zymtype1header_t *m)
-{
-       int i, *renderlist;
-       rtexture_t **texture;
-
-       // FIXME: do better fog
-       renderlist = (int *)(m->lump_render.start + (int) m);
-       texture = (rtexture_t **)(m->lump_shaders.start + (int) m);
-
-       aliasmeshinfo.vertex = aliasvert;
-       aliasmeshinfo.vertexstep = sizeof(float[3]);
-       aliasmeshinfo.color = aliasvertcolor;
-       aliasmeshinfo.colorstep = sizeof(float[4]);
-       aliasmeshinfo.texcoords[0] = (float *)(m->lump_texcoords.start + (int) m);
-       aliasmeshinfo.texcoordstep[0] = sizeof(float[2]);
-
-       for (i = 0;i < m->numshaders;i++)
-       {
-               aliasmeshinfo.tex[0] = R_GetTexture(texture[i]);
-               if (currentrenderentity->effects & EF_ADDITIVE)
-               {
-                       aliasmeshinfo.transparent = true;
-                       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-                       aliasmeshinfo.blendfunc2 = GL_ONE;
-               }
-               else if (currentrenderentity->alpha != 1.0 || R_TextureHasAlpha(texture[i]))
-               {
-                       aliasmeshinfo.transparent = true;
-                       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-                       aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-               }
-               else
-               {
-                       aliasmeshinfo.transparent = false;
-                       aliasmeshinfo.blendfunc1 = GL_ONE;
-                       aliasmeshinfo.blendfunc2 = GL_ZERO;
-               }
-               aliasmeshinfo.numtriangles = *renderlist++;
-               aliasmeshinfo.index = renderlist;
-               c_alias_polys += aliasmeshinfo.numtriangles;
-               R_Mesh_Draw(&aliasmeshinfo);
-               renderlist += aliasmeshinfo.numtriangles * 3;
-       }
-}
-
-void R_DrawZymoticModelMeshFog(vec3_t org, zymtype1header_t *m)
-{
-       int i, *renderlist;
-       vec3_t diff;
-
-       // FIXME: do better fog
-       renderlist = (int *)(m->lump_render.start + (int) m);
-
-       aliasmeshinfo.tex[0] = 0;
-       aliasmeshinfo.blendfunc1 = GL_SRC_ALPHA;
-       aliasmeshinfo.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-
-       VectorSubtract(org, r_origin, diff);
-       aliasmeshinfo.cr = fogcolor[0];
-       aliasmeshinfo.cg = fogcolor[1];
-       aliasmeshinfo.cb = fogcolor[2];
-       aliasmeshinfo.ca = currentrenderentity->alpha * exp(fogdensity/DotProduct(diff,diff));
-
-       for (i = 0;i < m->numshaders;i++)
-       {
-               aliasmeshinfo.numtriangles = *renderlist++;
-               aliasmeshinfo.index = renderlist;
-               c_alias_polys += aliasmeshinfo.numtriangles;
-               R_Mesh_Draw(&aliasmeshinfo);
-               renderlist += aliasmeshinfo.numtriangles * 3;
-       }
-}
-
-void R_DrawZymoticModel (void)
-{
-       zymtype1header_t *m;
-
-       // FIXME: do better fog
-       m = currentrenderentity->model->zymdata_header;
-       ZymoticLerpBones(m->numbones, (zymbonematrix *)(m->lump_poses.start + (int) m), currentrenderentity->frameblend, (zymbone_t *)(m->lump_bones.start + (int) m));
-       ZymoticTransformVerts(m->numverts, (int *)(m->lump_vertbonecounts.start + (int) m), (zymvertex_t *)(m->lump_verts.start + (int) m));
-       ZymoticCalcNormals(m->numverts, m->numshaders, (int *)(m->lump_render.start + (int) m));
-
-       R_LightModel(m->numverts);
-
-       memset(&aliasmeshinfo, 0, sizeof(aliasmeshinfo));
-       aliasmeshinfo.numverts = m->numverts;
-
-       R_DrawZymoticModelMesh(m);
-
-       if (fogenabled)
-               R_DrawZymoticModelMeshFog(currentrenderentity->origin, m);
-}
-
-void R_DrawAliasModel (void)
-{
-       if (currentrenderentity->alpha < (1.0f / 64.0f))
-               return; // basically completely transparent
-
-       c_models++;
-
-       softwaretransformforentity(currentrenderentity);
-
-       if (currentrenderentity->model->aliastype == ALIASTYPE_ZYM)
-               R_DrawZymoticModel();
-       else if (currentrenderentity->model->aliastype == ALIASTYPE_MD2)
-               R_DrawQ2AliasModel();
-       else
-               R_DrawQ1AliasModel();
-}