]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_models.c
added a firstvertex parameter to R_Mesh_DrawMesh
[xonotic/darkplaces.git] / gl_models.c
index 8a8e3fab5481b8502aa515ca290609ac53ace028..f66348614b3ee4aa6682b48e29ef54cdbe26716c 100644 (file)
 
 #include "quakedef.h"
-#include "cl_collision.h"
 #include "r_shadow.h"
 
-typedef struct
-{
-       float m[3][4];
-} zymbonematrix;
-
-// LordHavoc: vertex arrays
-
-float *aliasvertcolorbuf;
-float *aliasvertcolor; // this may point at aliasvertcolorbuf or at vertex arrays in the mesh backend
-float *aliasvert_svectors;
-float *aliasvert_tvectors;
-float *aliasvert_normals;
-
-float *aliasvertcolor2;
-int *aliasvertusage;
-zymbonematrix *zymbonepose;
-
-mempool_t *gl_models_mempool;
-
-void gl_models_start(void)
-{
-       // allocate vertex processing arrays
-       gl_models_mempool = Mem_AllocPool("GL_Models");
-       aliasvertcolor = aliasvertcolorbuf = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvert_svectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvert_tvectors = Mem_Alloc(gl_models_mempool, sizeof(float[MD2MAX_VERTS][4]));
-       aliasvert_normals = 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]));
-}
-
-void gl_models_shutdown(void)
-{
-       Mem_FreePool(&gl_models_mempool);
-}
-
-void gl_models_newmap(void)
-{
-}
-
 void GL_Models_Init(void)
 {
-       R_RegisterModule("GL_Models", gl_models_start, gl_models_shutdown, gl_models_newmap);
 }
 
-void R_Model_Alias_GetVerts(const entity_render_t *ent, float *vertices, float *normals, float *svectors, float *tvectors)
+static texture_t r_aliasnotexture;
+static texture_t *R_FetchAliasSkin(const entity_render_t *ent, const aliasmesh_t *mesh)
 {
-       int i, vertcount;
-       float vlerp1, nlerp1, vlerp2, nlerp2, vlerp3, nlerp3, vlerp4, nlerp4;
-       const aliasvertex_t *verts1, *verts2, *verts3, *verts4;
-
-       if (vertices == NULL)
-               Host_Error("R_Model_Alias_GetVerts: vertices == NULL.\n");
-       if (svectors != NULL && (tvectors == NULL || normals == NULL))
-               Host_Error("R_Model_Alias_GetVerts: svectors requires tvectors and normals.\n");
-       if (tvectors != NULL && (svectors == NULL || normals == NULL))
-               Host_Error("R_Model_Alias_GetVerts: tvectors requires svectors and normals.\n");
-
-       vertcount = ent->model->numverts;
-       verts1 = ent->model->mdlmd2data_pose + ent->frameblend[0].frame * vertcount;
-       vlerp1 = ent->frameblend[0].lerp * (1.0f / 16.0f);
-       nlerp1 = ent->frameblend[0].lerp * (1.0f / 127.0f);
-       if (ent->frameblend[1].lerp)
+       model_t *model = ent->model;
+       if (model->numskins)
        {
-               verts2 = ent->model->mdlmd2data_pose + ent->frameblend[1].frame * vertcount;
-               vlerp2 = ent->frameblend[1].lerp * (1.0f / 16.0f);
-               nlerp2 = ent->frameblend[1].lerp * (1.0f / 127.0f);
-               if (ent->frameblend[2].lerp)
-               {
-                       verts3 = ent->model->mdlmd2data_pose + ent->frameblend[2].frame * vertcount;
-                       vlerp3 = ent->frameblend[2].lerp * (1.0f / 16.0f);
-                       nlerp3 = ent->frameblend[2].lerp * (1.0f / 127.0f);
-                       if (ent->frameblend[3].lerp)
-                       {
-                               verts4 = ent->model->mdlmd2data_pose + ent->frameblend[3].frame * vertcount;
-                               vlerp4 = ent->frameblend[3].lerp * (1.0f / 16.0f);
-                               nlerp4 = ent->frameblend[3].lerp * (1.0f / 127.0f);
-                               // generate vertices
-                               if (svectors != NULL)
-                               {
-                                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++, verts4++)
-                                       {
-                                               VectorMAMAMAM(vlerp1, verts1->origin, vlerp2, verts2->origin, vlerp3, verts3->origin, vlerp4, verts4->origin, vertices);
-                                               VectorMAMAMAM(nlerp1, verts1->normal, nlerp2, verts2->normal, nlerp3, verts3->normal, nlerp4, verts4->normal, normals);
-                                               VectorMAMAMAM(nlerp1, verts1->svector, nlerp2, verts2->svector, nlerp3, verts3->svector, nlerp4, verts4->svector, svectors);
-                                               CrossProduct(svectors, normals, tvectors);
-                                       }
-                               }
-                               else if (normals != NULL)
-                               {
-                                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++, verts4++)
-                                       {
-                                               VectorMAMAMAM(vlerp1, verts1->origin, vlerp2, verts2->origin, vlerp3, verts3->origin, vlerp4, verts4->origin, vertices);
-                                               VectorMAMAMAM(nlerp1, verts1->normal, nlerp2, verts2->normal, nlerp3, verts3->normal, nlerp4, verts4->normal, normals);
-                                       }
-                               }
-                               else
-                                       for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++, verts4++)
-                                               VectorMAMAMAM(vlerp1, verts1->origin, vlerp2, verts2->origin, vlerp3, verts3->origin, vlerp4, verts4->origin, vertices);
-                       }
-                       else
-                       {
-                               // generate vertices
-                               if (svectors != NULL)
-                               {
-                                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++, verts3++)
-                                       {
-                                               VectorMAMAM(vlerp1, verts1->origin, vlerp2, verts2->origin, vlerp3, verts3->origin, vertices);
-                                               VectorMAMAM(nlerp1, verts1->normal, nlerp2, verts2->normal, nlerp3, verts3->normal, normals);
-                                               VectorMAMAM(nlerp1, verts1->svector, nlerp2, verts2->svector, nlerp3, verts3->svector, svectors);
-                                               CrossProduct(svectors, normals, tvectors);
-                                       }
-                               }
-                               else if (normals != NULL)
-                               {
-                                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++, verts3++)
-                                       {
-                                               VectorMAMAM(vlerp1, verts1->origin, vlerp2, verts2->origin, vlerp3, verts3->origin, vertices);
-                                               VectorMAMAM(nlerp1, verts1->normal, nlerp2, verts2->normal, nlerp3, verts3->normal, normals);
-                                       }
-                               }
-                               else
-                                       for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++, verts3++)
-                                               VectorMAMAM(vlerp1, verts1->origin, vlerp2, verts2->origin, vlerp3, verts3->origin, vertices);
-                       }
-               }
+               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 + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
                else
-               {
-                       // generate vertices
-                       if (svectors != NULL)
-                       {
-                               for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++, verts2++)
-                               {
-                                       VectorMAM(vlerp1, verts1->origin, vlerp2, verts2->origin, vertices);
-                                       VectorMAM(nlerp1, verts1->normal, nlerp2, verts2->normal, normals);
-                                       VectorMAM(nlerp1, verts1->svector, nlerp2, verts2->svector, svectors);
-                                       CrossProduct(svectors, normals, tvectors);
-                               }
-                       }
-                       else if (normals != NULL)
-                       {
-                               for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++, verts2++)
-                               {
-                                       VectorMAM(vlerp1, verts1->origin, vlerp2, verts2->origin, vertices);
-                                       VectorMAM(nlerp1, verts1->normal, nlerp2, verts2->normal, normals);
-                               }
-                       }
-                       else
-                               for (i = 0;i < vertcount;i++, vertices += 4, verts1++, verts2++)
-                                       VectorMAM(vlerp1, verts1->origin, vlerp2, verts2->origin, vertices);
-               }
+                       s = model->skinscenes[s].firstframe;
+               if (s >= mesh->num_skins)
+                       s = 0;
+               return mesh->data_skins + s;
        }
        else
        {
-               // generate vertices
-               if (svectors != NULL)
-               {
-                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, svectors += 4, tvectors += 4, verts1++)
-                       {
-                               VectorM(vlerp1, verts1->origin, vertices);
-                               VectorM(nlerp1, verts1->normal, normals);
-                               VectorM(nlerp1, verts1->svector, svectors);
-                               CrossProduct(svectors, normals, tvectors);
-                       }
-               }
-               else if (normals != NULL)
-               {
-                       for (i = 0;i < vertcount;i++, vertices += 4, normals += 4, verts1++)
-                       {
-                               VectorM(vlerp1, verts1->origin, vertices);
-                               VectorM(nlerp1, verts1->normal, normals);
-                       }
-               }
-               else
-                       for (i = 0;i < vertcount;i++, vertices += 4, verts1++)
-                               VectorM(vlerp1, verts1->origin, vertices);
+               memset(&r_aliasnotexture, 0, sizeof(r_aliasnotexture));
+               r_aliasnotexture.skin.base = r_texture_notexture;
+               return &r_aliasnotexture;
        }
 }
 
-skinframe_t *R_FetchSkinFrame(const entity_render_t *ent)
-{
-       model_t *model = ent->model;
-       int s = ent->skinnum;
-       if ((unsigned int)s >= (unsigned int)model->numskins)
-               s = 0;
-       if (model->skinscenes[s].framecount > 1)
-               return &model->skinframes[model->skinscenes[s].firstframe + (int) (cl.time * 10) % model->skinscenes[s].framecount];
-       else
-               return &model->skinframes[model->skinscenes[s].firstframe];
-}
-
-void R_DrawAliasModelCallback (const void *calldata1, int calldata2)
+static 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, fbbase, fbpants, fbshirt, doglow;
+       float tint[3], fog, ifog, colorscale, ambientcolor4f[4], diffusecolor[3], diffusenormal[3], colorbase[3], colorpants[3], colorshirt[3];
+       float *vertex3f, *normal3f;
        vec3_t diff;
        qbyte *bcolor;
        rmeshstate_t m;
-       model_t *model;
-       skinframe_t *skinframe;
        const entity_render_t *ent = calldata1;
-       int blendfunc1, blendfunc2;
+       aliasmesh_t *mesh = ent->model->alias.aliasdata_meshes + calldata2;
+       texture_t *texture;
 
        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)
        {
-               VectorSubtract(ent->origin, r_origin, diff);
+               VectorSubtract(ent->origin, r_vieworigin, diff);
                fog = DotProduct(diff,diff);
                if (fog < 0.01f)
                        fog = 0.01f;
@@ -235,601 +63,264 @@ void R_DrawAliasModelCallback (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_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, NULL, NULL);
-       memcpy(varray_texcoord[0], model->mdlmd2data_texcoords, model->numverts * sizeof(float[4]));
-       if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
-       {
-               // untextured
-               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] = R_GetTexture(r_notexture);
-               R_Mesh_State(&m);
-               c_alias_polys += model->numtris;
-               for (i = 0;i < model->numverts * 4;i += 4)
-               {
-                       varray_texcoord[0][i + 0] *= 8.0f;
-                       varray_texcoord[0][i + 1] *= 8.0f;
-               }
-               R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, colorscale, colorscale, colorscale, false);
-               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)
+       VectorScale(ent->colormod, ifog, colorbase);
+       VectorClear(colorpants);
+       VectorClear(colorshirt);
+       fbbase = ent->effects & EF_FULLBRIGHT;
+       fbpants = fbbase;
+       fbshirt = fbbase;
+       if (ent->colormap >= 0)
        {
                // 128-224 are backwards ranges
                c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
+               if (c >= 224)
+                       fbpants = true;
                bcolor = (qbyte *) (&palette_complete[c]);
-               pantsfullbright = c >= 224;
-               VectorScale(bcolor, (1.0f / 255.0f), pantscolor);
+               colorpants[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
+               colorpants[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
+               colorpants[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
+               // 128-224 are backwards ranges
                c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
+               if (c >= 224)
+                       fbshirt = true;
                bcolor = (qbyte *) (&palette_complete[c]);
-               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;
+               colorshirt[0] = colorbase[0] * bcolor[0] * (1.0f / 255.0f);
+               colorshirt[1] = colorbase[1] * bcolor[1] * (1.0f / 255.0f);
+               colorshirt[2] = colorbase[2] * bcolor[2] * (1.0f / 255.0f);
        }
 
-       tex = colormapped ? R_GetTexture(skinframe->base) : R_GetTexture(skinframe->merged);
-       if (tex)
+       texture = R_FetchAliasSkin(ent, mesh);
+
+       if ((ent->effects & EF_ADDITIVE))
        {
-               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 (fullbright)
-                       GL_Color(colorscale * ifog, colorscale * ifog, colorscale * ifog, ent->alpha);
-               else
-                       R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, varray_color, colorscale * ifog, colorscale * ifog, 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_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
        }
-
-       if (colormapped)
+       else if (texture->skin.fog || ent->alpha != 1.0)
        {
-               if (skinframe->pants)
-               {
-                       tex = R_GetTexture(skinframe->pants);
-                       if (tex)
-                       {
-                               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
-                                       R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, 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;
-                       }
-               }
-               if (skinframe->shirt)
-               {
-                       tex = R_GetTexture(skinframe->shirt);
-                       if (tex)
-                       {
-                               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 (shirtfullbright)
-                                       GL_Color(shirtcolor[0] * colorscale * ifog, shirtcolor[1] * colorscale * ifog, shirtcolor[2] * colorscale * ifog, ent->alpha);
-                               else
-                                       R_LightModel(ent, model->numverts, varray_vertex, aliasvert_normals, 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_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GL_DepthMask(false);
        }
-       if (skinframe->glow)
+       else
        {
-               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);
-               }
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
        }
-       if (fog)
+       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       colorscale = 1.0f;
+       if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
        {
-               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);
+               vertex3f = mesh->data_basevertex3f;
+               normal3f = mesh->data_basenormal3f;
        }
-}
-
-void R_Model_Alias_Draw(entity_render_t *ent)
-{
-       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_DrawAliasModelCallback, ent, 0);
        else
-               R_DrawAliasModelCallback(ent, 0);
-}
-
-void R_Model_Alias_DrawFakeShadow (entity_render_t *ent)
-{
-       int i;
-       rmeshstate_t m;
-       model_t *model;
-       float *v, planenormal[3], planedist, dist, projection[3], floororigin[3], surfnormal[3], lightdirection[3], v2[3];
-
-       lightdirection[0] = 0.5;
-       lightdirection[1] = 0.2;
-       lightdirection[2] = -1;
-       VectorNormalizeFast(lightdirection);
-
-       VectorMA(ent->origin, 65536.0f, lightdirection, v2);
-       if (CL_TraceLine(ent->origin, v2, floororigin, surfnormal, 0, false, NULL) == 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);
-
-       c_alias_polys += model->numtris;
-       R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
-
-       // 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);
-
-       // put the plane's distance in the entity's coordinate space
-       VectorSubtract(floororigin, ent->origin, floororigin);
-       planedist = DotProduct(floororigin, surfnormal) + 2;
-
-       dist = -1.0f / DotProduct(projection, planenormal);
-       VectorScale(projection, dist, projection);
-       for (i = 0, v = varray_vertex;i < model->numverts;i++, v += 4)
        {
-               dist = DotProduct(v, planenormal) - planedist;
-               if (dist > 0)
-               //if (i & 1)
-                       VectorMA(v, dist, projection, v);
+               vertex3f = varray_vertex3f;
+               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+               normal3f = NULL;
        }
-       GL_Color(0, 0, 0, 0.5);
-       R_Mesh_Draw(model->numverts, model->numtris, model->mdlmd2data_indices);
-}
 
-void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius)
-{
-       float projectdistance;
-       projectdistance = lightradius + ent->model->radius - sqrt(DotProduct(relativelightorigin, relativelightorigin));
-       if (projectdistance > 0.1)
-       {
-               R_Mesh_Matrix(&ent->matrix);
-               R_Mesh_ResizeCheck(ent->model->numverts * 2);
-               R_Model_Alias_GetVerts(ent, varray_vertex, NULL, NULL, NULL);
-               R_Shadow_Volume(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, ent->model->mdlmd2data_triangleneighbors, relativelightorigin, lightradius, projectdistance);
-       }
-}
-
-void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor)
-{
-       int c;
-       float lightcolor2[3];
-       qbyte *bcolor;
-       skinframe_t *skinframe;
-       R_Mesh_Matrix(&ent->matrix);
-       R_Mesh_ResizeCheck(ent->model->numverts);
-       R_Model_Alias_GetVerts(ent, varray_vertex, aliasvert_normals, aliasvert_svectors, aliasvert_tvectors);
-       skinframe = R_FetchSkinFrame(ent);
-
-       // note: to properly handle fog this should scale the lightcolor into lightcolor2 according to 1-fog scaling
+       doglow = texture->skin.glow != NULL;
 
-       R_Shadow_SpecularLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, NULL, NULL, NULL);
-
-       if (!skinframe->base && !skinframe->pants && !skinframe->shirt && !skinframe->glow)
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       m.pointer_texcoord[0] = mesh->data_texcoord2f;
+       if (gl_combine.integer)
        {
-               R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, r_notexture, NULL, NULL);
-               return;
+               colorscale *= 0.25f;
+               m.texrgbscale[0] = 4;
        }
 
-       if (!skinframe->merged || (ent->colormap >= 0 && skinframe->base && (skinframe->pants || skinframe->shirt)))
+       m.tex[0] = R_GetTexture((ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged);
+       VectorScale(colorbase, colorscale, tint);
+       m.pointer_color = NULL;
+       if (fbbase)
+               GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+       else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
        {
-               // 128-224 are backwards ranges
-               // we only render non-fullbright ranges here
-               if (skinframe->pants && (ent->colormap & 0xF) < 0xE)
+               m.pointer_color = varray_color4f;
+               if (normal3f == NULL)
                {
-                       c = (ent->colormap & 0xF) << 4;c += (c >= 128 && c < 224) ? 4 : 12;
-                       bcolor = (qbyte *) (&palette_complete[c]);
-                       lightcolor2[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
-                       lightcolor2[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
-                       lightcolor2[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
-                       R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor2, skinframe->pants, skinframe->nmap, NULL);
+                       normal3f = varray_normal3f;
+                       Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
                }
-
-               // we only render non-fullbright ranges here
-               if (skinframe->shirt && (ent->colormap & 0xF0) < 0xE0)
-               {
-                       c = (ent->colormap & 0xF0);c += (c >= 128 && c < 224) ? 4 : 12;
-                       bcolor = (qbyte *) (&palette_complete[c]);
-                       lightcolor2[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
-                       lightcolor2[1] = lightcolor[1] * bcolor[1] * (1.0f / 255.0f);
-                       lightcolor2[2] = lightcolor[2] * bcolor[2] * (1.0f / 255.0f);
-                       R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor2, skinframe->shirt, skinframe->nmap, NULL);
-               }
-
-               if (skinframe->base)
-                       R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, skinframe->base, skinframe->nmap, NULL);
+               R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
        }
        else
-               if (skinframe->merged)
-                       R_Shadow_DiffuseLighting(ent->model->numverts, ent->model->numtris, ent->model->mdlmd2data_indices, aliasvert_svectors, aliasvert_tvectors, aliasvert_normals, ent->model->mdlmd2data_texcoords, relativelightorigin, lightradius, lightcolor, skinframe->merged, skinframe->nmap, NULL);
-}
-
-int ZymoticLerpBones(int count, const zymbonematrix *bonebase, const frameblend_t *blend, const zymbone_t *bone)
-{
-       int i;
-       float lerp1, lerp2, lerp3, lerp4;
-       zymbonematrix *out, rootmatrix, m;
-       const zymbonematrix *bone1, *bone2, *bone3, *bone4;
-
-       rootmatrix.m[0][0] = 1;
-       rootmatrix.m[0][1] = 0;
-       rootmatrix.m[0][2] = 0;
-       rootmatrix.m[0][3] = 0;
-       rootmatrix.m[1][0] = 0;
-       rootmatrix.m[1][1] = 1;
-       rootmatrix.m[1][2] = 0;
-       rootmatrix.m[1][3] = 0;
-       rootmatrix.m[2][0] = 0;
-       rootmatrix.m[2][1] = 0;
-       rootmatrix.m[2][2] = 1;
-       rootmatrix.m[2][3] = 0;
-
-       bone1 = bonebase + blend[0].frame * count;
-       lerp1 = blend[0].lerp;
-       if (blend[1].lerp)
+               GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+       if (gl_combine.integer && doglow)
        {
-               bone2 = bonebase + blend[1].frame * count;
-               lerp2 = blend[1].lerp;
-               if (blend[2].lerp)
+               doglow = false;
+               m.tex[1] = R_GetTexture(texture->skin.glow);
+               m.pointer_texcoord[1] = mesh->data_texcoord2f;
+               m.texcombinergb[1] = GL_ADD;
+       }
+       R_Mesh_State(&m);
+       c_alias_polys += mesh->num_triangles;
+       GL_LockArrays(0, mesh->num_vertices);
+       R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+       GL_LockArrays(0, 0);
+       m.tex[1] = 0;
+       m.pointer_texcoord[1] = NULL;
+       m.texcombinergb[1] = 0;
+
+       VectorScale(colorpants, colorscale, tint);
+       if (ent->colormap >= 0 && texture->skin.pants && VectorLength2(tint) >= 0.001)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.pants);
+               m.pointer_color = NULL;
+               if (fbpants)
+                       GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+               else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
                {
-                       bone3 = bonebase + blend[2].frame * count;
-                       lerp3 = blend[2].lerp;
-                       if (blend[3].lerp)
+                       m.pointer_color = varray_color4f;
+                       if (normal3f == NULL)
                        {
-                               // 4 poses
-                               bone4 = bonebase + blend[3].frame * count;
-                               lerp4 = blend[3].lerp;
-                               for (i = 0, out = zymbonepose;i < count;i++, out++)
-                               {
-                                       // interpolate matrices
-                                       m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3 + bone4->m[0][0] * lerp4;
-                                       m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3 + bone4->m[0][1] * lerp4;
-                                       m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3 + bone4->m[0][2] * lerp4;
-                                       m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3 + bone4->m[0][3] * lerp4;
-                                       m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3 + bone4->m[1][0] * lerp4;
-                                       m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3 + bone4->m[1][1] * lerp4;
-                                       m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3 + bone4->m[1][2] * lerp4;
-                                       m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3 + bone4->m[1][3] * lerp4;
-                                       m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3 + bone4->m[2][0] * lerp4;
-                                       m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3 + bone4->m[2][1] * lerp4;
-                                       m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3 + bone4->m[2][2] * lerp4;
-                                       m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3 + bone4->m[2][3] * lerp4;
-                                       if (bone->parent >= 0)
-                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       else
-                                               R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       bone1++;
-                                       bone2++;
-                                       bone3++;
-                                       bone4++;
-                                       bone++;
-                               }
-                       }
-                       else
-                       {
-                               // 3 poses
-                               for (i = 0, out = zymbonepose;i < count;i++, out++)
-                               {
-                                       // interpolate matrices
-                                       m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2 + bone3->m[0][0] * lerp3;
-                                       m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2 + bone3->m[0][1] * lerp3;
-                                       m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2 + bone3->m[0][2] * lerp3;
-                                       m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2 + bone3->m[0][3] * lerp3;
-                                       m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2 + bone3->m[1][0] * lerp3;
-                                       m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2 + bone3->m[1][1] * lerp3;
-                                       m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2 + bone3->m[1][2] * lerp3;
-                                       m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2 + bone3->m[1][3] * lerp3;
-                                       m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2 + bone3->m[2][0] * lerp3;
-                                       m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2 + bone3->m[2][1] * lerp3;
-                                       m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2 + bone3->m[2][2] * lerp3;
-                                       m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2 + bone3->m[2][3] * lerp3;
-                                       if (bone->parent >= 0)
-                                               R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       else
-                                               R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                                       bone1++;
-                                       bone2++;
-                                       bone3++;
-                                       bone++;
-                               }
+                               normal3f = varray_normal3f;
+                               Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
                        }
+                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
                }
                else
-               {
-                       // 2 poses
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               // interpolate matrices
-                               m.m[0][0] = bone1->m[0][0] * lerp1 + bone2->m[0][0] * lerp2;
-                               m.m[0][1] = bone1->m[0][1] * lerp1 + bone2->m[0][1] * lerp2;
-                               m.m[0][2] = bone1->m[0][2] * lerp1 + bone2->m[0][2] * lerp2;
-                               m.m[0][3] = bone1->m[0][3] * lerp1 + bone2->m[0][3] * lerp2;
-                               m.m[1][0] = bone1->m[1][0] * lerp1 + bone2->m[1][0] * lerp2;
-                               m.m[1][1] = bone1->m[1][1] * lerp1 + bone2->m[1][1] * lerp2;
-                               m.m[1][2] = bone1->m[1][2] * lerp1 + bone2->m[1][2] * lerp2;
-                               m.m[1][3] = bone1->m[1][3] * lerp1 + bone2->m[1][3] * lerp2;
-                               m.m[2][0] = bone1->m[2][0] * lerp1 + bone2->m[2][0] * lerp2;
-                               m.m[2][1] = bone1->m[2][1] * lerp1 + bone2->m[2][1] * lerp2;
-                               m.m[2][2] = bone1->m[2][2] * lerp1 + bone2->m[2][2] * lerp2;
-                               m.m[2][3] = bone1->m[2][3] * lerp1 + bone2->m[2][3] * lerp2;
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone2++;
-                               bone++;
-                       }
-               }
+                       GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+               R_Mesh_State(&m);
+               c_alias_polys += mesh->num_triangles;
+               GL_LockArrays(0, mesh->num_vertices);
+               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+               GL_LockArrays(0, 0);
        }
-       else
+
+       VectorScale(colorshirt, colorscale, tint);
+       if (ent->colormap >= 0 && texture->skin.shirt && VectorLength2(tint) >= 0.001)
        {
-               // 1 pose
-               if (lerp1 != 1)
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.shirt);
+               m.pointer_color = NULL;
+               if (fbshirt)
+                       GL_Color(tint[0], tint[1], tint[2], ent->alpha);
+               else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0], tint[1], tint[2], ent->alpha, false))
                {
-                       // lerp != 1.0
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
+                       m.pointer_color = varray_color4f;
+                       if (normal3f == NULL)
                        {
-                               // interpolate matrices
-                               m.m[0][0] = bone1->m[0][0] * lerp1;
-                               m.m[0][1] = bone1->m[0][1] * lerp1;
-                               m.m[0][2] = bone1->m[0][2] * lerp1;
-                               m.m[0][3] = bone1->m[0][3] * lerp1;
-                               m.m[1][0] = bone1->m[1][0] * lerp1;
-                               m.m[1][1] = bone1->m[1][1] * lerp1;
-                               m.m[1][2] = bone1->m[1][2] * lerp1;
-                               m.m[1][3] = bone1->m[1][3] * lerp1;
-                               m.m[2][0] = bone1->m[2][0] * lerp1;
-                               m.m[2][1] = bone1->m[2][1] * lerp1;
-                               m.m[2][2] = bone1->m[2][2] * lerp1;
-                               m.m[2][3] = bone1->m[2][3] * lerp1;
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &m.m[0][0], &out->m[0][0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &m.m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone++;
+                               normal3f = varray_normal3f;
+                               Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
                        }
+                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
                }
                else
-               {
-                       // lerp == 1.0
-                       for (i = 0, out = zymbonepose;i < count;i++, out++)
-                       {
-                               if (bone->parent >= 0)
-                                       R_ConcatTransforms(&zymbonepose[bone->parent].m[0][0], &bone1->m[0][0], &out->m[0][0]);
-                               else
-                                       R_ConcatTransforms(&rootmatrix.m[0][0], &bone1->m[0][0], &out->m[0][0]);
-                               bone1++;
-                               bone++;
-                       }
-               }
+                       GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+               R_Mesh_State(&m);
+               c_alias_polys += mesh->num_triangles;
+               GL_LockArrays(0, mesh->num_vertices);
+               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+               GL_LockArrays(0, 0);
+       }
+
+       colorscale = 1;
+       m.texrgbscale[0] = 0;
+
+       if (texture->skin.glow)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.glow);
+               m.pointer_color = NULL;
+               GL_Color(1, 1, 1, ent->alpha);
+               R_Mesh_State(&m);
+               c_alias_polys += mesh->num_triangles;
+               GL_LockArrays(0, mesh->num_vertices);
+               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+               GL_LockArrays(0, 0);
+       }
+
+       if (fog > 0)
+       {
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               m.tex[0] = R_GetTexture(texture->skin.fog);
+               m.pointer_color = NULL;
+               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], fog * ent->alpha);
+               R_Mesh_State(&m);
+               c_alias_polys += mesh->num_triangles;
+               GL_LockArrays(0, mesh->num_vertices);
+               R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+               GL_LockArrays(0, 0);
        }
-       return true;
 }
 
-void ZymoticTransformVerts(int vertcount, float *vertex, int *bonecounts, zymvertex_t *vert)
+void R_Model_Alias_Draw(entity_render_t *ent)
 {
-       int c;
-       float *out = vertex;
-       zymbonematrix *matrix;
-       while(vertcount--)
+       int meshnum;
+       aliasmesh_t *mesh;
+       if (ent->alpha < (1.0f / 64.0f))
+               return; // basically completely transparent
+
+       c_models++;
+
+       for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
        {
-               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++;
-               }
+               if (ent->effects & EF_ADDITIVE || ent->alpha != 1.0 || R_FetchAliasSkin(ent, mesh)->skin.fog)
+                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawAliasModelCallback, ent, meshnum);
                else
-               {
-                       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 += 4;
+                       R_DrawAliasModelCallback(ent, meshnum);
        }
 }
 
-void ZymoticCalcNormals(int vertcount, float *vertex, float *normals, int shadercount, int *renderlist)
+void R_Model_Alias_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
-       int 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(aliasvertusage, 0, sizeof(int) * vertcount);
-       // parse render list and accumulate surface normals
-       while(shadercount--)
-       {
-               d = *renderlist++;
-               while (d--)
-               {
-                       a = renderlist[0]*4;
-                       b = renderlist[1]*4;
-                       c = renderlist[2]*4;
-                       v1[0] = 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];
-                       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];
-                       aliasvertusage[renderlist[0]]++;
-                       a = renderlist[1] * 3;
-                       normals[a+0] += normal[0];
-                       normals[a+1] += normal[1];
-                       normals[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];
-                       aliasvertusage[renderlist[2]]++;
-                       renderlist += 3;
-               }
-       }
-       // FIXME: precalc this
-       // average surface normals
-       out = normals;
-       u = aliasvertusage;
-       while(vertcount--)
+       int meshnum;
+       aliasmesh_t *mesh;
+       texture_t *texture;
+       float projectdistance, *vertex3f;
+       if (!(ent->flags & RENDER_SHADOW))
+               return;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(ent->model->normalmins, ent->model->normalmaxs, lightmins, lightmaxs))
+               return;
+       projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
+       if (projectdistance > 0.1)
        {
-               if (*u > 1)
+               R_Mesh_Matrix(&ent->matrix);
+               for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
                {
-                       s = ixtable[*u];
-                       out[0] *= s;
-                       out[1] *= s;
-                       out[2] *= s;
+                       texture = R_FetchAliasSkin(ent, mesh);
+                       if (texture->skin.fog)
+                               continue;
+                       if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+                               vertex3f = mesh->data_basevertex3f;
+                       else
+                       {
+                               vertex3f = varray_vertex3f;
+                               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+                       }
+                       // identify lit faces within the bounding box
+                       R_Shadow_PrepareShadowMark(mesh->num_triangles);
+                       R_Shadow_MarkVolumeFromBox(0, mesh->num_triangles, vertex3f, mesh->data_element3i, relativelightorigin, lightmins, lightmaxs, ent->model->normalmins, ent->model->normalmaxs);
+                       R_Shadow_VolumeFromList(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, mesh->data_neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
                }
-               u++;
-               out += 3;
        }
 }
 
-void R_DrawZymoticModelMeshCallback (const void *calldata1, int calldata2)
+void R_Model_Alias_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist)
 {
-       float fog, ifog, colorscale;
+       int c, meshnum;
+       float fog, ifog, lightcolorbase[3], lightcolorpants[3], lightcolorshirt[3];
+       float *vertex3f, *svector3f, *tvector3f, *normal3f;
        vec3_t diff;
-       int i, *renderlist, *elements;
-       rtexture_t *texture;
-       rmeshstate_t mstate;
-       const entity_render_t *ent = calldata1;
-       int shadernum = calldata2;
-       int numverts, numtriangles;
+       qbyte *bcolor;
+       aliasmesh_t *mesh;
+       texture_t *texture;
 
        R_Mesh_Matrix(&ent->matrix);
 
-       // find the vertex index list and texture
-       renderlist = ent->model->zymdata_renderlist;
-       for (i = 0;i < shadernum;i++)
-               renderlist += renderlist[0] * 3 + 1;
-       texture = ent->model->zymdata_textures[shadernum];
-
-       numverts = ent->model->zymnum_verts;
-       numtriangles = *renderlist++;
-       elements = renderlist;
-       R_Mesh_ResizeCheck(numverts);
-
        fog = 0;
        if (fogenabled)
        {
-               VectorSubtract(ent->origin, r_origin, diff);
+               VectorSubtract(ent->origin, r_vieworigin, diff);
                fog = DotProduct(diff,diff);
                if (fog < 0.01f)
                        fog = 0.01f;
@@ -844,82 +335,66 @@ 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;
-       }
-       else if (ent->alpha != 1.0 || R_TextureHasAlpha(texture))
-       {
-               mstate.blendfunc1 = GL_SRC_ALPHA;
-               mstate.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       }
-       else
-       {
-               mstate.blendfunc1 = GL_ONE;
-               mstate.blendfunc2 = GL_ZERO;
-       }
-       colorscale = r_colorscale;
-       if (gl_combine.integer)
-       {
-               mstate.texrgbscale[0] = 4;
-               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, aliasvert_normals, 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, aliasvert_normals, varray_color, ifog * colorscale, ifog * colorscale, ifog * colorscale, false);
-       R_Mesh_Draw(numverts, numtriangles, elements);
-       c_alias_polys += numtriangles;
-
-       if (fog)
+       VectorScale(lightcolor, ifog, lightcolorbase);
+       if (VectorLength2(lightcolorbase) < 0.001)
+               return;
+       VectorClear(lightcolorpants);
+       VectorClear(lightcolorshirt);
+       if (ent->colormap >= 0)
        {
-               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);
-               GL_Color(fogcolor[0] * r_colorscale, fogcolor[1] * r_colorscale, fogcolor[2] * r_colorscale, ent->alpha * fog);
-               R_Mesh_Draw(numverts, numtriangles, elements);
-               c_alias_polys += numtriangles;
+               // 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)
+               {
+                       bcolor = (qbyte *) (&palette_complete[c]);
+                       lightcolorpants[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+                       lightcolorpants[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+                       lightcolorpants[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
+               }
+               // 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)
+               {
+                       bcolor = (qbyte *) (&palette_complete[c]);
+                       lightcolorshirt[0] = lightcolorbase[0] * bcolor[0] * (1.0f / 255.0f);
+                       lightcolorshirt[1] = lightcolorbase[1] * bcolor[1] * (1.0f / 255.0f);
+                       lightcolorshirt[2] = lightcolorbase[2] * bcolor[2] * (1.0f / 255.0f);
+               }
        }
-}
-
-void R_Model_Zymotic_Draw(entity_render_t *ent)
-{
-       int i;
-
-       if (ent->alpha < (1.0f / 64.0f))
-               return; // basically completely transparent
-
-       c_models++;
 
-       for (i = 0;i < ent->model->zymnum_shaders;i++)
+       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_TextureHasAlpha(ent->model->zymdata_textures[i]))
-                       R_MeshQueue_AddTransparent(ent->origin, R_DrawZymoticModelMeshCallback, ent, i);
+               texture = R_FetchAliasSkin(ent, mesh);
+               // FIXME: transparent skins need to be lit during the transparent render
+               if (texture->skin.fog)
+                       continue;
+               if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)
+               {
+                       vertex3f = mesh->data_basevertex3f;
+                       svector3f = mesh->data_basesvector3f;
+                       tvector3f = mesh->data_basetvector3f;
+                       normal3f = mesh->data_basenormal3f;
+               }
                else
-                       R_DrawZymoticModelMeshCallback(ent, i);
+               {
+                       vertex3f = varray_vertex3f;
+                       svector3f = varray_svector3f;
+                       tvector3f = varray_tvector3f;
+                       normal3f = varray_normal3f;
+                       Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, mesh, vertex3f);
+                       Mod_BuildTextureVectorsAndNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_texcoord2f, mesh->data_element3i, svector3f, tvector3f, normal3f);
+               }
+               c_alias_polys += mesh->num_triangles;
+               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorbase, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, (ent->colormap >= 0 || !texture->skin.merged) ? texture->skin.base : texture->skin.merged, texture->skin.nmap, texture->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+               if (ent->colormap >= 0)
+               {
+                       if (texture->skin.pants && VectorLength2(lightcolorpants) >= 0.001)
+                               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorpants, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, texture->skin.pants, texture->skin.nmap, NULL, lightcubemap, ambientscale, diffusescale, 0);
+                       if (texture->skin.shirt && VectorLength2(lightcolorshirt) >= 0.001)
+                               R_Shadow_RenderLighting(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, vertex3f, svector3f, tvector3f, normal3f, mesh->data_texcoord2f, relativelightorigin, relativeeyeorigin, lightcolorshirt, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, texture->skin.shirt, texture->skin.nmap, NULL, lightcubemap, ambientscale, diffusescale, 0);
+               }
        }
 }
 
-void R_Model_Zymotic_DrawFakeShadow(entity_render_t *ent)
-{
-       // FIXME
-}
-
-void R_Model_Zymotic_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor)
-{
-       // FIXME
-}
-
-void R_Model_Zymotic_DrawOntoLight(entity_render_t *ent)
-{
-       // FIXME
-}