]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
added firstmodelbrush/nummodelbrushes fields to model struct, and moved brushes from...
[xonotic/darkplaces.git] / gl_rsurf.c
index f66297ef15f0403d157c7ae033b71392b49b62a0..02c1ce27956e4886e09706ffffb6aa6e48717987 100644 (file)
@@ -42,7 +42,7 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
 
 static int dlightdivtable[32768];
 
-static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
 {
        int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
        unsigned int *bl;
@@ -51,17 +51,17 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 
        lit = false;
 
-       smax = (surf->extents[0] >> 4) + 1;
-       tmax = (surf->extents[1] >> 4) + 1;
+       smax = (surface->extents[0] >> 4) + 1;
+       tmax = (surface->extents[1] >> 4) + 1;
        smax3 = smax * 3;
 
        for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
-               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+               if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
                Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+               dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
 
                // for comparisons to minimum acceptable light
                // compensate for LIGHTOFFSET
@@ -72,20 +72,20 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
                if (dist2 >= maxdist)
                        continue;
 
-               if (surf->plane->type < 3)
+               if (surface->plane->type < 3)
                {
                        VectorCopy(local, impact);
-                       impact[surf->plane->type] -= dist;
+                       impact[surface->plane->type] -= dist;
                }
                else
                {
-                       impact[0] = local[0] - surf->plane->normal[0] * dist;
-                       impact[1] = local[1] - surf->plane->normal[1] * dist;
-                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+                       impact[0] = local[0] - surface->plane->normal[0] * dist;
+                       impact[1] = local[1] - surface->plane->normal[1] * dist;
+                       impact[2] = local[2] - surface->plane->normal[2] * dist;
                }
 
-               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+               impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
+               impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
 
                s = bound(0, impacts, smax * 16) - impacts;
                t = bound(0, impactt, tmax * 16) - impactt;
@@ -137,7 +137,7 @@ static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
        return lit;
 }
 
-static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surface)
 {
        int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
        float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
@@ -145,17 +145,17 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 
        lit = false;
 
-       smax = (surf->extents[0] >> 4) + 1;
-       tmax = (surf->extents[1] >> 4) + 1;
+       smax = (surface->extents[0] >> 4) + 1;
+       tmax = (surface->extents[1] >> 4) + 1;
        smax3 = smax * 3;
 
        for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
        {
-               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
+               if (!(surface->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
                        continue;                                       // not lit by this light
 
                Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
+               dist = DotProduct (local, surface->plane->normal) - surface->plane->dist;
 
                // for comparisons to minimum acceptable light
                // compensate for LIGHTOFFSET
@@ -166,20 +166,20 @@ static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
                if (dist2 >= maxdist)
                        continue;
 
-               if (surf->plane->type < 3)
+               if (surface->plane->type < 3)
                {
                        VectorCopy(local, impact);
-                       impact[surf->plane->type] -= dist;
+                       impact[surface->plane->type] -= dist;
                }
                else
                {
-                       impact[0] = local[0] - surf->plane->normal[0] * dist;
-                       impact[1] = local[1] - surf->plane->normal[1] * dist;
-                       impact[2] = local[2] - surf->plane->normal[2] * dist;
+                       impact[0] = local[0] - surface->plane->normal[0] * dist;
+                       impact[1] = local[1] - surface->plane->normal[1] * dist;
+                       impact[2] = local[2] - surface->plane->normal[2] * dist;
                }
 
-               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+               impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
+               impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
 
                td = bound(0, impacts, smax * 16) - impacts;
                td1 = bound(0, impactt, tmax * 16) - impactt;
@@ -235,7 +235,7 @@ R_BuildLightMap
 Combine and scale multiple lightmaps into the 8.8 format in blocklights
 ===============
 */
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
+static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 {
        if (!r_floatbuildlightmap.integer)
        {
@@ -244,13 +244,13 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                qbyte *lightmap, *out, *stain;
 
                // update cached lighting info
-               surf->cached_dlight = 0;
+               surface->cached_dlight = 0;
 
-               smax = (surf->extents[0]>>4)+1;
-               tmax = (surf->extents[1]>>4)+1;
+               smax = (surface->extents[0]>>4)+1;
+               tmax = (surface->extents[1]>>4)+1;
                size = smax*tmax;
                size3 = size*3;
-               lightmap = surf->samples;
+               lightmap = surface->samples;
 
        // set to full bright if no light data
                bl = intblocklights;
@@ -264,10 +264,10 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
        // clear to no light
                        memset(bl, 0, size*3*sizeof(unsigned int));
 
-                       if (surf->dlightframe == r_framecount)
+                       if (surface->dlightframe == r_framecount)
                        {
-                               surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
-                               if (surf->cached_dlight)
+                               surface->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surface);
+                               if (surface->cached_dlight)
                                        c_light_polys++;
                        }
 
@@ -275,13 +275,13 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                        if (lightmap)
                        {
                                bl = intblocklights;
-                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
-                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                               for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
+                                       for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
                                                bl[i] += lightmap[i] * scale;
                        }
                }
 
-               stain = surf->stainsamples;
+               stain = surface->stainsamples;
                bl = intblocklights;
                out = templight;
                // the >> 16 shift adjusts down 8 bits to account for the stainmap
@@ -290,7 +290,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                // (0 = 0.0, 128 = 1.0, 256 = 2.0)
                if (ent->model->brushq1.lightmaprgba)
                {
-                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       stride = (surface->lightmaptexturestride - smax) * 4;
                        for (i = 0;i < tmax;i++, out += stride)
                        {
                                for (j = 0;j < smax;j++)
@@ -304,7 +304,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                }
                else
                {
-                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       stride = (surface->lightmaptexturestride - smax) * 3;
                        for (i = 0;i < tmax;i++, out += stride)
                        {
                                for (j = 0;j < smax;j++)
@@ -316,7 +316,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                        }
                }
 
-               R_UpdateTexture(surf->lightmaptexture, templight);
+               R_UpdateTexture(surface->lightmaptexture, templight);
        }
        else
        {
@@ -325,13 +325,13 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                qbyte *lightmap, *out, *stain;
 
                // update cached lighting info
-               surf->cached_dlight = 0;
+               surface->cached_dlight = 0;
 
-               smax = (surf->extents[0]>>4)+1;
-               tmax = (surf->extents[1]>>4)+1;
+               smax = (surface->extents[0]>>4)+1;
+               tmax = (surface->extents[1]>>4)+1;
                size = smax*tmax;
                size3 = size*3;
-               lightmap = surf->samples;
+               lightmap = surface->samples;
 
        // set to full bright if no light data
                bl = floatblocklights;
@@ -344,10 +344,10 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                {
                        memset(bl, 0, size*3*sizeof(float));
 
-                       if (surf->dlightframe == r_framecount)
+                       if (surface->dlightframe == r_framecount)
                        {
-                               surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
-                               if (surf->cached_dlight)
+                               surface->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surface);
+                               if (surface->cached_dlight)
                                        c_light_polys++;
                        }
 
@@ -355,13 +355,13 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                        if (lightmap)
                        {
                                bl = floatblocklights;
-                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
-                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
+                               for (maps = 0;maps < MAXLIGHTMAPS && surface->styles[maps] != 255;maps++, lightmap += size3)
+                                       for (scale = d_lightstylevalue[surface->styles[maps]], i = 0;i < size3;i++)
                                                bl[i] += lightmap[i] * scale;
                        }
                }
 
-               stain = surf->stainsamples;
+               stain = surface->stainsamples;
                bl = floatblocklights;
                out = templight;
                // this scaling adjusts down 8 bits to account for the stainmap
@@ -371,7 +371,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                scale = 1.0f / (1 << 16);
                if (ent->model->brushq1.lightmaprgba)
                {
-                       stride = (surf->lightmaptexturestride - smax) * 4;
+                       stride = (surface->lightmaptexturestride - smax) * 4;
                        for (i = 0;i < tmax;i++, out += stride)
                        {
                                for (j = 0;j < smax;j++)
@@ -385,7 +385,7 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                }
                else
                {
-                       stride = (surf->lightmaptexturestride - smax) * 3;
+                       stride = (surface->lightmaptexturestride - smax) * 3;
                        for (i = 0;i < tmax;i++, out += stride)
                        {
                                for (j = 0;j < smax;j++)
@@ -397,14 +397,14 @@ static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
                        }
                }
 
-               R_UpdateTexture(surf->lightmaptexture, templight);
+               R_UpdateTexture(surface->lightmaptexture, templight);
        }
 }
 
 void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
        float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
-       msurface_t *surf, *endsurf;
+       msurface_t *surface, *endsurface;
        int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
        qbyte *bl;
        vec3_t impact;
@@ -442,15 +442,15 @@ loc0:
                impact[2] = origin[2] - node->plane->normal[2] * ndist;
        }
 
-       for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+       for (surface = model->brush.data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
        {
-               if (surf->stainsamples)
+               if (surface->stainsamples)
                {
-                       smax = (surf->extents[0] >> 4) + 1;
-                       tmax = (surf->extents[1] >> 4) + 1;
+                       smax = (surface->extents[0] >> 4) + 1;
+                       tmax = (surface->extents[1] >> 4) + 1;
 
-                       impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-                       impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+                       impacts = DotProduct (impact, surface->texinfo->vecs[0]) + surface->texinfo->vecs[0][3] - surface->texturemins[0];
+                       impactt = DotProduct (impact, surface->texinfo->vecs[1]) + surface->texinfo->vecs[1][3] - surface->texturemins[1];
 
                        s = bound(0, impacts, smax * 16) - impacts;
                        t = bound(0, impactt, tmax * 16) - impactt;
@@ -462,7 +462,7 @@ loc0:
                        for (s = 0, i = impacts; s < smax; s++, i -= 16)
                                sdtable[s] = i * i + dist2;
 
-                       bl = surf->stainsamples;
+                       bl = surface->stainsamples;
                        smax3 = smax * 3;
                        stained = false;
 
@@ -498,7 +498,7 @@ loc0:
                        }
                        // force lightmap upload
                        if (stained)
-                               surf->cached_dlight = true;
+                               surface->cached_dlight = true;
                }
        }
 
@@ -702,7 +702,7 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const
 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
-       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
+       const msurface_t *surface = ent->model->brush.data_surfaces + calldata2;
        rmeshstate_t m;
        float currentalpha;
        float base, colorscale;
@@ -714,11 +714,11 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        R_Mesh_Matrix(&ent->matrix);
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
 
-       texture = surf->texinfo->texture;
+       texture = surface->texture;
        if (texture->animated)
                texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (r_refdef.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
        currentalpha = ent->alpha;
-       if (surf->flags & SURF_WATERALPHA)
+       if (texture->flags & SURF_WATERALPHA)
                currentalpha *= r_wateralpha.value;
 
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
@@ -741,23 +741,23 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
        }
 
-       turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
-       fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
+       turb = (texture->flags & SURF_DRAWTURB) && r_waterscroll.value;
+       fullbright = !(ent->flags & RENDER_LIGHT) || (texture->flags & SURF_DRAWFULLBRIGHT) || !surface->samples;
        base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       if (surf->flags & SURF_DRAWTURB)
+       if (texture->flags & SURF_DRAWTURB)
                base *= 0.5f;
-       if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+       if ((texture->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled && fullbright && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
        {
                // NVIDIA Geforce3 distortion texture shader on water
                GL_Color(1, 1, 1, currentalpha);
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = surf->mesh.data_vertex3f;
+               m.pointer_vertex = surface->mesh.data_vertex3f;
                m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(r_refdef.time * 16)&63]);
                m.tex[1] = R_GetTexture(texture->skin.base);
                m.texcombinergb[0] = GL_REPLACE;
                m.texcombinergb[1] = GL_REPLACE;
-               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-               m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+               m.pointer_texcoord[1] = surface->mesh.data_texcoordtexture2f;
                Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
                Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
                R_Mesh_State(&m);
@@ -770,8 +770,8 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
                qglEnable(GL_TEXTURE_SHADER_NV);
 
-               GL_LockArrays(0, surf->mesh.num_vertices);
-               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               GL_LockArrays(0, surface->mesh.num_vertices);
+               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                GL_LockArrays(0, 0);
 
                qglDisable(GL_TEXTURE_SHADER_NV);
@@ -781,9 +781,9 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
        else
        {
                memset(&m, 0, sizeof(m));
-               m.pointer_vertex = surf->mesh.data_vertex3f;
+               m.pointer_vertex = surface->mesh.data_vertex3f;
                m.pointer_color = varray_color4f;
-               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
                m.tex[0] = R_GetTexture(texture->skin.base);
                if (turb)
                {
@@ -796,18 +796,18 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                        m.texrgbscale[0] = 4;
                        colorscale *= 0.25f;
                }
-               R_FillColors(varray_color4f, surf->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
+               R_FillColors(varray_color4f, surface->mesh.num_vertices, base * ent->colormod[0], base * ent->colormod[1], base * ent->colormod[2], currentalpha);
                if (!fullbright)
                {
-                       if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
-                       if (surf->samples)
-                               RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
+                       if (surface->dlightframe == r_framecount)
+                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surface->dlightbits, surface->mesh.num_vertices, surface->mesh.data_vertex3f, varray_color4f, 1);
+                       if (surface->samples)
+                               RSurf_AddLightmapToVertexColors_Color4f(surface->mesh.data_lightmapoffsets, varray_color4f,surface->mesh.num_vertices, surface->samples, ((surface->extents[0]>>4)+1)*((surface->extents[1]>>4)+1)*3, surface->styles);
                }
-               RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+               RSurf_FogColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, colorscale, surface->mesh.num_vertices, modelorg);
                R_Mesh_State(&m);
-               GL_LockArrays(0, surf->mesh.num_vertices);
-               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+               GL_LockArrays(0, surface->mesh.num_vertices);
+               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                GL_LockArrays(0, 0);
                if (texture->skin.glow)
                {
@@ -816,10 +816,10 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                        GL_DepthMask(false);
                        m.pointer_color = varray_color4f;
                        m.tex[0] = R_GetTexture(texture->skin.glow);
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        if (m.tex[0])
                        {
-                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
                                if (turb)
                                {
                                        // scrolling in texture matrix
@@ -827,9 +827,9 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                                }
                        }
                        R_Mesh_State(&m);
-                       RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       RSurf_FoggedColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surface->mesh.num_vertices, modelorg);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
                if (fogenabled && rendertype != SURFRENDER_ADD)
@@ -839,10 +839,10 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                        GL_DepthMask(false);
                        m.pointer_color = varray_color4f;
                        m.tex[0] = R_GetTexture(texture->skin.fog);
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        if (m.tex[0])
                        {
-                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
                                if (turb)
                                {
                                        // scrolling in texture matrix
@@ -850,9 +850,9 @@ static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata
                                }
                        }
                        R_Mesh_State(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surface->mesh.num_vertices, modelorg);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
        }
@@ -890,7 +890,8 @@ void R_UpdateTextureInfo(entity_render_t *ent)
 void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
-       vec3_t center, modelorg;
+       vec3_t tempcenter, center, modelorg;
+       msurface_t *surface;
        rmeshstate_t m;
        Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        if (gl_lightmaps.integer)
@@ -902,7 +903,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                memset(&m, 0, sizeof(m));
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       surface = texturesurfacelist[texturesurfaceindex];
                        m.tex[0] = R_GetTexture(surface->lightmaptexture);
                        m.pointer_vertex = surface->mesh.data_vertex3f;
                        m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
@@ -917,9 +918,12 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                // transparent vertex shaded from lightmap
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       Matrix4x4_Transform(&ent->matrix, surface->poly_center, center);
-                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brushq1.surfaces);
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                       Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->brush.data_surfaces);
                }
        }
        else if (texture->flags & SURF_LIGHTMAP)
@@ -955,7 +959,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                                        doglow = false;
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                               surface = texturesurfacelist[texturesurfaceindex];
                                                m.tex[1] = R_GetTexture(surface->lightmaptexture);
                                                m.pointer_vertex = surface->mesh.data_vertex3f;
                                                m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
@@ -972,7 +976,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                                {
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                               surface = texturesurfacelist[texturesurfaceindex];
                                                m.tex[1] = R_GetTexture(surface->lightmaptexture);
                                                m.pointer_vertex = surface->mesh.data_vertex3f;
                                                m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
@@ -992,7 +996,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                                doglow = false;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                                       surface = texturesurfacelist[texturesurfaceindex];
                                        m.tex[1] = R_GetTexture(surface->lightmaptexture);
                                        m.pointer_vertex = surface->mesh.data_vertex3f;
                                        m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
@@ -1020,7 +1024,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        m.tex[0] = R_GetTexture(texture->skin.base);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               surface = texturesurfacelist[texturesurfaceindex];
                                m.pointer_vertex = surface->mesh.data_vertex3f;
                                m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
                                R_Mesh_State(&m);
@@ -1040,7 +1044,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        m.tex[0] = R_GetTexture(texture->skin.base);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               surface = texturesurfacelist[texturesurfaceindex];
                                m.tex[0] = R_GetTexture(surface->lightmaptexture);
                                m.pointer_vertex = surface->mesh.data_vertex3f;
                                m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
@@ -1060,7 +1064,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        m.tex[0] = R_GetTexture(texture->skin.base);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               surface = texturesurfacelist[texturesurfaceindex];
                                m.pointer_vertex = surface->mesh.data_vertex3f;
                                m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
                                R_Mesh_State(&m);
@@ -1079,7 +1083,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        m.tex[0] = R_GetTexture(texture->skin.detail);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               surface = texturesurfacelist[texturesurfaceindex];
                                m.pointer_vertex = surface->mesh.data_vertex3f;
                                m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
                                R_Mesh_State(&m);
@@ -1098,7 +1102,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        m.tex[0] = R_GetTexture(texture->skin.glow);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               surface = texturesurfacelist[texturesurfaceindex];
                                m.pointer_vertex = surface->mesh.data_vertex3f;
                                m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
                                R_Mesh_State(&m);
@@ -1117,7 +1121,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        m.tex[0] = R_GetTexture(texture->skin.glow);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               surface = texturesurfacelist[texturesurfaceindex];
                                m.pointer_vertex = surface->mesh.data_vertex3f;
                                if (m.tex[0])
                                        m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
@@ -1133,8 +1137,8 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
        {
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       RSurfShader_Transparent_Callback(ent, surface - ent->model->brushq1.surfaces);
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       RSurfShader_Transparent_Callback(ent, surface - ent->model->brush.data_surfaces);
                }
        }
        else if (texture->flags & SURF_DRAWSKY)
@@ -1168,7 +1172,7 @@ void R_DrawSurfaceList(entity_render_t *ent, texture_t *texture, int texturenums
                        memset(&m, 0, sizeof(m));
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               surface = texturesurfacelist[texturesurfaceindex];
                                m.pointer_vertex = surface->mesh.data_vertex3f;
                                R_Mesh_State(&m);
                                GL_LockArrays(0, surface->mesh.num_vertices);
@@ -1198,7 +1202,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        if (ent != r_refdef.worldentity)
        {
                // because bmodels can be reused, we have to clear dlightframe every time
-               surface = model->brushq1.surfaces + model->firstmodelsurface;
+               surface = model->brush.data_surfaces + model->firstmodelsurface;
                for (i = 0;i < model->nummodelsurfaces;i++, surface++)
                        surface->dlightframe = -1;
        }
@@ -1229,15 +1233,15 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        {
                if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
                {
-                       surface = model->brushq1.surfaces + j;
-                       if (t != surface->texinfo->texture)
+                       surface = model->brush.data_surfaces + j;
+                       if (t != surface->texture)
                        {
                                if (numsurfacelist)
                                {
                                        R_DrawSurfaceList(ent, texture, numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
-                               t = surface->texinfo->texture;
+                               t = surface->texture;
                                f = t->flags & flagsmask;
                                texture = t->currentframe;
                        }
@@ -1328,14 +1332,14 @@ void R_WorldVisibility(void)
        {
                int i, j;
                mleaf_t *leaf;
-               memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brushq3.num_faces);
+               memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brush.num_surfaces);
                for (j = 0, leaf = r_refdef.worldmodel->brush.data_leafs;j < r_refdef.worldmodel->brush.num_leafs;j++, leaf++)
                {
                        if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                        {
                                c_leafs++;
-                               for (i = 0;i < leaf->numleaffaces;i++)
-                                       r_worldsurfacevisible[leaf->firstleafface[i]] = 1;
+                               for (i = 0;i < leaf->numleafsurfaces;i++)
+                                       r_worldsurfacevisible[leaf->firstleafsurface[i]] = 1;
                        }
                }
        }
@@ -1353,7 +1357,7 @@ void R_WorldVisibility(void)
                if (!viewleaf)
                        return;
 
-               memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brushq1.numsurfaces);
+               memset(r_worldsurfacevisible, 0, r_refdef.worldmodel->brush.num_surfaces);
                if (viewleaf->clusterindex < 0 || r_surfaceworldnode.integer)
                {
                        // equivilant to quake's RecursiveWorldNode but faster and more effective
@@ -1362,8 +1366,8 @@ void R_WorldVisibility(void)
                                if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox (leaf->mins, leaf->maxs))
                                {
                                        c_leafs++;
-                                       if (leaf->numleaffaces)
-                                               for (i = 0, mark = leaf->firstleafface;i < leaf->numleaffaces;i++, mark++)
+                                       if (leaf->numleafsurfaces)
+                                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
                                                        r_worldsurfacevisible[*mark] = true;
                                }
                        }
@@ -1383,8 +1387,8 @@ void R_WorldVisibility(void)
                                leaf = leafstack[--leafstackpos];
                                leafvisited[leaf - r_refdef.worldmodel->brush.data_leafs] = 1;
                                // draw any surfaces bounding this leaf
-                               if (leaf->numleaffaces)
-                                       for (i = 0, mark = leaf->firstleafface;i < leaf->numleaffaces;i++, mark++)
+                               if (leaf->numleafsurfaces)
+                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
                                                r_worldsurfacevisible[*mark] = true;
                                // follow portals into other leafs
                                for (p = leaf->portals;p;p = p->next)
@@ -1417,7 +1421,7 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
 {
        model_t *model = ent->model;
        vec3_t lightmins, lightmaxs;
-       int t, leafindex, leaffaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+       int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
        const int *e;
        const float *v[3];
        msurface_t *surface;
@@ -1466,13 +1470,13 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                        }
                        if (outsurfacepvs)
                        {
-                               for (leaffaceindex = 0;leaffaceindex < leaf->numleaffaces;leaffaceindex++)
+                               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
                                {
-                                       surfaceindex = leaf->firstleafface[leaffaceindex];
+                                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
                                        if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                        {
-                                               surface = model->brushq1.surfaces + surfaceindex;
-                                               if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
+                                               surface = model->brush.data_surfaces + surfaceindex;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && (surface->texture->flags & SURF_LIGHTMAP) && !surface->texture->skin.fog)
                                                {
                                                        for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
                                                        {
@@ -1523,8 +1527,8 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
-                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs);
+                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
                R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
@@ -1550,17 +1554,17 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                R_UpdateTextureInfo(ent);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
+                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
                        if (r_shadow_compilingrtlight)
                        {
                                // if compiling an rtlight, capture the mesh
-                               t = surface->texinfo->texture;
+                               t = surface->texture;
                                if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        }
-                       else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brushq1.surfaces])
+                       else if (ent != r_refdef.worldentity || r_worldsurfacevisible[surface - ent->model->brush.data_surfaces])
                        {
-                               t = surface->texinfo->texture->currentframe;
+                               t = surface->texture->currentframe;
                                // FIXME: transparent surfaces need to be lit later
                                if (t->flags & SURF_LIGHTMAP && t->rendertype == SURFRENDER_OPAQUE)
                                        R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
@@ -1583,60 +1587,60 @@ void R_DrawCollisionBrush(colbrushf_t *brush)
        GL_LockArrays(0, 0);
 }
 
-void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
+void R_Q3BSP_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
 {
        int i;
        rmeshstate_t m;
-       if (!face->mesh.num_collisiontriangles)
+       if (!surface->mesh.num_collisiontriangles)
                return;
        memset(&m, 0, sizeof(m));
-       m.pointer_vertex = face->mesh.data_collisionvertex3f;
+       m.pointer_vertex = surface->mesh.data_collisionvertex3f;
        R_Mesh_State(&m);
-       i = (int)(((size_t)face) / sizeof(q3msurface_t));
+       i = (int)(((size_t)surface) / sizeof(msurface_t));
        GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
-       GL_LockArrays(0, face->mesh.num_collisionvertices);
-       R_Mesh_Draw(face->mesh.num_collisionvertices, face->mesh.num_collisiontriangles, face->mesh.data_collisionelement3i);
+       GL_LockArrays(0, surface->mesh.num_collisionvertices);
+       R_Mesh_Draw(surface->mesh.num_collisionvertices, surface->mesh.num_collisiontriangles, surface->mesh.data_collisionelement3i);
        GL_LockArrays(0, 0);
 }
 
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int surfacenumber)
 {
        const entity_render_t *ent = voident;
-       q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
+       msurface_t *surface = ent->model->brush.data_surfaces + surfacenumber;
        rmeshstate_t m;
        R_Mesh_Matrix(&ent->matrix);
        memset(&m, 0, sizeof(m));
-       if ((ent->effects & EF_ADDITIVE) || (face->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
+       if ((ent->effects & EF_ADDITIVE) || (surface->texture->textureflags & Q3TEXTUREFLAG_ADDITIVE))
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        else
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       m.tex[0] = R_GetTexture(face->texture->skin.base);
-       m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
+       m.tex[0] = R_GetTexture(surface->texture->skin.base);
+       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
        // LordHavoc: quake3 was not able to do this; lit transparent surfaces
        if (gl_combine.integer)
        {
                m.texrgbscale[0] = 2;
                if (r_textureunits.integer >= 2)
                {
-                       m.tex[1] = R_GetTexture(face->lightmaptexture);
-                       m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
+                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
                        GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
                }
                else
                {
                        if (ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1 && ent->alpha == 1)
-                               m.pointer_color = face->mesh.data_lightmapcolor4f;
+                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
                        else
                        {
                                int i;
-                               for (i = 0;i < face->mesh.num_vertices;i++)
+                               for (i = 0;i < surface->mesh.num_vertices;i++)
                                {
-                                       varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0];
-                                       varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1];
-                                       varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2];
-                                       varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
+                                       varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0];
+                                       varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1];
+                                       varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2];
+                                       varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
                                }
                                m.pointer_color = varray_color4f;
                        }
@@ -1645,35 +1649,35 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
        else
        {
                int i;
-               for (i = 0;i < face->mesh.num_vertices;i++)
+               for (i = 0;i < surface->mesh.num_vertices;i++)
                {
-                       varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f;
-                       varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f;
-                       varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f;
-                       varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
+                       varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * 2.0f;
+                       varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * 2.0f;
+                       varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * 2.0f;
+                       varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3] * ent->alpha;
                }
                m.pointer_color = varray_color4f;
        }
-       if (face->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       if (surface->texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
                int i, j;
                float center[3], center2[3], forward[3], right[3], up[3], v[4][3];
                matrix4x4_t matrix1, imatrix1;
                R_Mesh_Matrix(&r_identitymatrix);
                // a single autosprite surface can contain multiple sprites...
-               for (j = 0;j < face->mesh.num_vertices - 3;j += 4)
+               for (j = 0;j < surface->mesh.num_vertices - 3;j += 4)
                {
                        VectorClear(center);
                        for (i = 0;i < 4;i++)
-                               VectorAdd(center, face->mesh.data_vertex3f + (j+i) * 3, center);
+                               VectorAdd(center, surface->mesh.data_vertex3f + (j+i) * 3, center);
                        VectorScale(center, 0.25f, center);
                        Matrix4x4_Transform(&ent->matrix, center, center2);
                        // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, face->mesh.data_normal3f + j*3, face->mesh.data_svector3f + j*3, face->mesh.data_tvector3f + j*3, center);
+                       Matrix4x4_FromVectors(&matrix1, surface->mesh.data_normal3f + j*3, surface->mesh.data_svector3f + j*3, surface->mesh.data_tvector3f + j*3, center);
                        Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
                        for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, face->mesh.data_vertex3f + (j+i)*3, v[i]);
-                       if (face->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                               Matrix4x4_Transform(&imatrix1, surface->mesh.data_vertex3f + (j+i)*3, v[i]);
+                       if (surface->texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
                        {
                                forward[0] = r_vieworigin[0] - center2[0];
                                forward[1] = r_vieworigin[1] - center2[1];
@@ -1698,29 +1702,30 @@ void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
                m.pointer_vertex = varray_vertex3f;
        }
        else
-               m.pointer_vertex = face->mesh.data_vertex3f;
+               m.pointer_vertex = surface->mesh.data_vertex3f;
        R_Mesh_State(&m);
-       if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                qglDisable(GL_CULL_FACE);
-       GL_LockArrays(0, face->mesh.num_vertices);
-       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+       GL_LockArrays(0, surface->mesh.num_vertices);
+       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
        GL_LockArrays(0, 0);
-       if (face->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+       if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                qglEnable(GL_CULL_FACE);
 }
 
-void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
+void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       int i, texturefaceindex;
+       int i, texturesurfaceindex;
+       msurface_t *surface;
        qboolean dolightmap;
        qboolean dobase;
        qboolean doambient;
        qboolean doglow;
        qboolean dofog;
        rmeshstate_t m;
-       if (!texturenumfaces)
+       if (!texturenumsurfaces)
                return;
-       c_faces += texturenumfaces;
+       c_faces += texturenumsurfaces;
        // gl_lightmaps debugging mode skips normal texturing
        if (gl_lightmaps.integer)
        {
@@ -1729,22 +1734,22 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                GL_BlendFunc(GL_ONE, GL_ZERO);
                qglDisable(GL_CULL_FACE);
                memset(&m, 0, sizeof(m));
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       m.tex[0] = R_GetTexture(face->lightmaptexture);
-                       m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
-                       if (face->lightmaptexture)
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.tex[0] = R_GetTexture(surface->lightmaptexture);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+                       if (surface->lightmaptexture)
                        {
                                GL_Color(1, 1, 1, 1);
                                m.pointer_color = NULL;
                        }
                        else
-                               m.pointer_color = face->mesh.data_lightmapcolor4f;
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
                qglEnable(GL_CULL_FACE);
@@ -1757,14 +1762,14 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                // drawing sky transparently would be too difficult
                if (t->surfaceparms & Q3SURFACEPARM_SKY)
                        return;
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
-                       facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
-                       facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       facecenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                       facecenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                       facecenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                        Matrix4x4_Transform(&ent->matrix, facecenter, center);
-                       R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+                       R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, surface - ent->model->brush.data_surfaces);
                }
                return;
        }
@@ -1800,13 +1805,13 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                GL_DepthTest(true);
 
                memset(&m, 0, sizeof(m));
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
                GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
@@ -1832,14 +1837,14 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                        qglDisable(GL_CULL_FACE);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.base);
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
        }
@@ -1852,13 +1857,13 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(0, 0, 0, 1);
                memset(&m, 0, sizeof(m));
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
        }
@@ -1874,63 +1879,63 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                m.tex[0] = R_GetTexture(t->skin.base);
                GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
                m.pointer_color = NULL;
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       if (!face->lightmaptexture)
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       if (!surface->lightmaptexture)
                                continue;
-                       m.tex[1] = R_GetTexture(face->lightmaptexture);
-                       m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
-                       m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+                       m.tex[1] = R_GetTexture(surface->lightmaptexture);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
                        m.texrgbscale[1] = 2;
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
                if (r_lightmapintensity == 1 && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
                {
-                       for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               q3msurface_t *face = texturefacelist[texturefaceindex];
-                               if (face->lightmaptexture)
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               if (surface->lightmaptexture)
                                        continue;
-                               m.tex[1] = R_GetTexture(face->lightmaptexture);
-                               m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
-                               m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+                               m.tex[1] = R_GetTexture(surface->lightmaptexture);
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
                                m.texrgbscale[1] = 2;
-                               m.pointer_color = face->mesh.data_lightmapcolor4f;
-                               m.pointer_vertex = face->mesh.data_vertex3f;
+                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
                                R_Mesh_State(&m);
-                               GL_LockArrays(0, face->mesh.num_vertices);
-                               R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                                GL_LockArrays(0, 0);
                        }
                }
                else
                {
-                       for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               q3msurface_t *face = texturefacelist[texturefaceindex];
-                               if (face->lightmaptexture)
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               if (surface->lightmaptexture)
                                        continue;
-                               m.tex[1] = R_GetTexture(face->lightmaptexture);
-                               m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
-                               m.pointer_texcoord[1] = face->mesh.data_texcoordlightmap2f;
+                               m.tex[1] = R_GetTexture(surface->lightmaptexture);
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[1] = surface->mesh.data_texcoordlightmap2f;
                                m.texrgbscale[1] = 2;
                                m.pointer_color = varray_color4f;
-                               for (i = 0;i < face->mesh.num_vertices;i++)
+                               for (i = 0;i < surface->mesh.num_vertices;i++)
                                {
-                                       varray_color4f[i*4+0] = face->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
-                                       varray_color4f[i*4+1] = face->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
-                                       varray_color4f[i*4+2] = face->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
-                                       varray_color4f[i*4+3] = face->mesh.data_lightmapcolor4f[i*4+3];
+                                       varray_color4f[i*4+0] = surface->mesh.data_lightmapcolor4f[i*4+0] * ent->colormod[0] * r_lightmapintensity;
+                                       varray_color4f[i*4+1] = surface->mesh.data_lightmapcolor4f[i*4+1] * ent->colormod[1] * r_lightmapintensity;
+                                       varray_color4f[i*4+2] = surface->mesh.data_lightmapcolor4f[i*4+2] * ent->colormod[2] * r_lightmapintensity;
+                                       varray_color4f[i*4+3] = surface->mesh.data_lightmapcolor4f[i*4+3];
                                }
-                               m.pointer_vertex = face->mesh.data_vertex3f;
+                               m.pointer_vertex = surface->mesh.data_vertex3f;
                                R_Mesh_State(&m);
-                               GL_LockArrays(0, face->mesh.num_vertices);
-                               R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                               GL_LockArrays(0, surface->mesh.num_vertices);
+                               R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                                GL_LockArrays(0, 0);
                        }
                }
@@ -1942,19 +1947,19 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                GL_DepthTest(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                memset(&m, 0, sizeof(m));
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       m.tex[0] = R_GetTexture(face->lightmaptexture);
-                       m.pointer_texcoord[0] = face->mesh.data_texcoordlightmap2f;
-                       if (face->lightmaptexture)
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.tex[0] = R_GetTexture(surface->lightmaptexture);
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordlightmap2f;
+                       if (surface->lightmaptexture)
                                m.pointer_color = NULL;
                        else
-                               m.pointer_color = face->mesh.data_lightmapcolor4f;
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                               m.pointer_color = surface->mesh.data_lightmapcolor4f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
        }
@@ -1966,14 +1971,14 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.base);
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
        }
@@ -1985,14 +1990,14 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                GL_Color(r_ambient.value * (1.0f / 128.0f) * ent->colormod[0], r_ambient.value * (1.0f / 128.0f) * ent->colormod[1], r_ambient.value * (1.0f / 128.0f) * ent->colormod[2], 1);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.base);
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
        }
@@ -2004,14 +2009,14 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                GL_Color(1, 1, 1, 1);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.glow);
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
-                       m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
        }
@@ -2026,16 +2031,16 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(t->skin.fog);
                m.pointer_color = varray_color4f;
-               for (texturefaceindex = 0;texturefaceindex < texturenumfaces;texturefaceindex++)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       q3msurface_t *face = texturefacelist[texturefaceindex];
+                       surface = texturesurfacelist[texturesurfaceindex];
                        if (m.tex[0])
-                               m.pointer_texcoord[0] = face->mesh.data_texcoordtexture2f;
-                       m.pointer_vertex = face->mesh.data_vertex3f;
+                               m.pointer_texcoord[0] = surface->mesh.data_texcoordtexture2f;
+                       m.pointer_vertex = surface->mesh.data_vertex3f;
                        R_Mesh_State(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(face->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, face->mesh.num_vertices, modelorg);
-                       GL_LockArrays(0, face->mesh.num_vertices);
-                       R_Mesh_Draw(face->mesh.num_vertices, face->mesh.num_triangles, face->mesh.data_element3i);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surface->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surface->mesh.num_vertices, modelorg);
+                       GL_LockArrays(0, surface->mesh.num_vertices);
+                       R_Mesh_Draw(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i);
                        GL_LockArrays(0, 0);
                }
        }
@@ -2046,12 +2051,12 @@ void R_Q3BSP_DrawFaceList(entity_render_t *ent, texture_t *t, int texturenumface
 void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
 {
        int i, j, f, flagsmask, flags;
-       q3msurface_t *face;
+       msurface_t *surface;
        model_t *model = ent->model;
        texture_t *t;
        const int maxfaces = 1024;
-       int numfaces = 0;
-       q3msurface_t *facelist[1024];
+       int numsurfaces = 0;
+       msurface_t *surfacelist[1024];
        R_Mesh_Matrix(&ent->matrix);
        flagsmask = Q3SURFACEFLAG_NODRAW | Q3SURFACEFLAG_SKY;
        if (skyfaces)
@@ -2060,37 +2065,37 @@ void R_Q3BSP_DrawFaces(entity_render_t *ent, int skyfaces)
                flags = 0;
        t = NULL;
        f = 0;
-       numfaces = 0;
+       numsurfaces = 0;
        for (i = 0, j = model->firstmodelsurface;i < model->nummodelsurfaces;i++, j++)
        {
                if (ent != r_refdef.worldentity || r_worldsurfacevisible[j])
                {
-                       face = model->brushq3.data_faces + j;
-                       if (t != face->texture)
+                       surface = model->brush.data_surfaces + j;
+                       if (t != surface->texture)
                        {
-                               if (numfaces)
+                               if (numsurfaces)
                                {
-                                       R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
-                                       numfaces = 0;
+                                       R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
+                                       numsurfaces = 0;
                                }
-                               t = face->texture;
+                               t = surface->texture;
                                f = t->surfaceflags & flagsmask;
                        }
                        if (f == flags)
                        {
-                               if (!face->mesh.num_triangles)
+                               if (!surface->mesh.num_triangles)
                                        continue;
-                               facelist[numfaces++] = face;
-                               if (numfaces >= maxfaces)
+                               surfacelist[numsurfaces++] = surface;
+                               if (numsurfaces >= maxfaces)
                                {
-                                       R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
-                                       numfaces = 0;
+                                       R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
+                                       numsurfaces = 0;
                                }
                        }
                }
        }
-       if (numfaces)
-               R_Q3BSP_DrawFaceList(ent, t, numfaces, facelist);
+       if (numsurfaces)
+               R_Q3BSP_DrawFaceList(ent, t, numsurfaces, surfacelist);
 }
 
 void R_Q3BSP_DrawSky(entity_render_t *ent)
@@ -2107,17 +2112,18 @@ void R_Q3BSP_Draw(entity_render_t *ent)
        {
                int i;
                model_t *model = ent->model;
-               q3msurface_t *face;
+               msurface_t *surface;
+               q3mbrush_t *brush;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                GL_DepthMask(false);
                GL_DepthTest(true);
                qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
-               for (i = 0;i < model->brushq3.data_models[model->brush.submodel].numbrushes;i++)
-                       if (model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf && model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf->numtriangles)
-                               R_DrawCollisionBrush(model->brushq3.data_models[model->brush.submodel].firstbrush[i].colbrushf);
-               for (i = 0, face = model->brushq3.data_models[model->brush.submodel].firstface;i < model->brushq3.data_models[model->brush.submodel].numfaces;i++, face++)
-                       if (face->mesh.num_collisiontriangles)
-                               R_Q3BSP_DrawCollisionFace(ent, face);
+               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+                       if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               R_DrawCollisionBrush(brush->colbrushf);
+               for (i = 0, surface = model->brush.data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+                       if (surface->mesh.num_collisiontriangles)
+                               R_Q3BSP_DrawCollisionSurface(ent, surface);
                qglPolygonOffset(0, 0);
        }
 }
@@ -2126,10 +2132,10 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
 {
        model_t *model = ent->model;
        vec3_t lightmins, lightmaxs;
-       int t, leafindex, leaffaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
+       int t, leafindex, leafsurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
        const int *e;
        const float *v[3];
-       q3msurface_t *surface;
+       msurface_t *surface;
        mleaf_t *leaf;
        const qbyte *pvs;
        lightmins[0] = relativelightorigin[0] - lightradius;
@@ -2175,10 +2181,10 @@ void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                        }
                        if (outsurfacepvs)
                        {
-                               for (leaffaceindex = 0;leaffaceindex < leaf->numleaffaces;leaffaceindex++)
+                               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
                                {
-                                       surfaceindex = leaf->firstleafface[leaffaceindex];
-                                       surface = model->brushq3.data_faces + surfaceindex;
+                                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
+                                       surface = model->brush.data_surfaces + surfaceindex;
                                        if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
                                        {
                                                if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)) && surface->mesh.num_triangles)
@@ -2236,7 +2242,7 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
 {
        model_t *model = ent->model;
        vec3_t lightmins, lightmaxs;
-       q3msurface_t *surface;
+       msurface_t *surface;
        int surfacelistindex;
        if (r_drawcollisionbrushes.integer < 2)
        {
@@ -2250,8 +2256,8 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
-                       // FIXME: check some manner of face->rendermode here?
+                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
+                       // FIXME: check some manner of surface->rendermode here?
                        if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && !(surface->texture->surfaceparms & (Q3SURFACEPARM_SKY | Q3SURFACEPARM_TRANS)) && !(surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED))
                                R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->mesh.num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
@@ -2263,7 +2269,7 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
 {
        model_t *model = ent->model;
        vec3_t lightmins, lightmaxs, modelorg;
-       q3msurface_t *surface;
+       msurface_t *surface;
        int surfacelistindex;
        if (r_drawcollisionbrushes.integer < 2)
        {
@@ -2277,7 +2283,7 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {
-                       surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
+                       surface = model->brush.data_surfaces + surfacelist[surfacelistindex];
                        if (r_shadow_compilingrtlight)
                        {
                                // if compiling an rtlight, capture the mesh