]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_alias.c
patch from div0 that enables printf format warnings in gcc
[xonotic/darkplaces.git] / model_alias.c
index 80fbb1f91271d4ccf4b0aed331bda0b821ea7849..e3ad40246e8866d83384a3d945ec7874b1312308 100644 (file)
@@ -46,28 +46,17 @@ void Mod_AliasInit (void)
 
 void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
 {
+#define MAX_BONES 256
        if (model->surfmesh.data_vertexweightindex4i)
        {
-               int i, k, blends;
-               const float *v = model->surfmesh.data_vertex3f;
-               const float *n = model->surfmesh.data_normal3f;
-               const float *sv = model->surfmesh.data_svector3f;
-               const float *tv = model->surfmesh.data_tvector3f;
-               const int *wi = model->surfmesh.data_vertexweightindex4i;
-               const float *wf = model->surfmesh.data_vertexweightinfluence4f;
-               float *matrix, m[12], bonepose[256][12], boneposerelative[256][12];
                // vertex weighted skeletal
-               memset(vertex3f, 0, model->surfmesh.num_vertices * sizeof(float[3]));
-               if (normal3f)
-                       memset(normal3f, 0, model->surfmesh.num_vertices * sizeof(float[3]));
-               if (svector3f)
-               {
-                       memset(svector3f, 0, model->surfmesh.num_vertices * sizeof(float[3]));
-                       memset(tvector3f, 0, model->surfmesh.num_vertices * sizeof(float[3]));
-               }
+               int i, k;
+               float boneposerelative[MAX_BONES][12];
                // interpolate matrices and concatenate them to their parents
                for (i = 0;i < model->num_bones;i++)
                {
+                       int blends;
+                       float *matrix, m[12], bonepose[MAX_BONES][12];
                        for (k = 0;k < 12;k++)
                                m[k] = 0;
                        for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
@@ -91,57 +80,132 @@ void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameb
                        R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
                }
                // blend the vertex bone weights
-               if (svector3f)
+               // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
+               // special case for the first bone because it avoids the need to memset the arrays before filling
                {
-                       for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, n += 3, sv += 3, tv += 3, wi += 4, wf += 4, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
+                       const float *v = model->surfmesh.data_vertex3f;
+                       const int *wi = model->surfmesh.data_vertexweightindex4i;
+                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
                        {
-                               for (k = 0;k < 4 && wf[k];k++)
+                               if (wf[0] == 1)
                                {
-                                       const float *m = boneposerelative[wi[k]];
-                                       float f = wf[k];
-                                       vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
-                                       vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
-                                       vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
-                                       normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
-                                       normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
-                                       normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
-                                       svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
-                                       svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
-                                       svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
-                                       tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
-                                       tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
-                                       tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                                       const float *m = boneposerelative[wi[0]];
+                                       vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                                       vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                                       vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                               }
+                               else
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       float f = wf[0];
+                                       vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                                       vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                                       vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                                       for (k = 1;k < 4 && wf[k];k++)
+                                       {
+                                               const float *m = boneposerelative[wi[k]];
+                                               float f = wf[k];
+                                               vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+                                               vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+                                               vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                                       }
                                }
                        }
                }
-               else if (normal3f)
+               if (normal3f)
                {
-                       for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, n += 3, wi += 4, wf += 4, vertex3f += 3, normal3f += 3)
+                       const float *n = model->surfmesh.data_normal3f;
+                       const int *wi = model->surfmesh.data_vertexweightindex4i;
+                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3)
                        {
-                               for (k = 0;k < 4 && wf[k];k++)
+                               if (wf[0] == 1)
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                                       normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                                       normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                               }
+                               else
                                {
-                                       const float *m = boneposerelative[wi[k]];
-                                       float f = wf[k];
-                                       vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
-                                       vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
-                                       vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
-                                       normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
-                                       normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
-                                       normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                                       const float *m = boneposerelative[wi[0]];
+                                       float f = wf[0];
+                                       normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                                       normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                                       normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                                       for (k = 1;k < 4 && wf[k];k++)
+                                       {
+                                               const float *m = boneposerelative[wi[k]];
+                                               float f = wf[k];
+                                               normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+                                               normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+                                               normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+                                       }
                                }
                        }
                }
-               else
+               if (svector3f)
                {
-                       for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
+                       const float *sv = model->surfmesh.data_svector3f;
+                       const int *wi = model->surfmesh.data_vertexweightindex4i;
+                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3)
                        {
-                               for (k = 0;k < 4 && wf[k];k++)
+                               if (wf[0] == 1)
                                {
-                                       const float *m = boneposerelative[wi[k]];
-                                       float f = wf[k];
-                                       vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
-                                       vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
-                                       vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+                                       const float *m = boneposerelative[wi[0]];
+                                       svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                                       svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                                       svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+                               }
+                               else
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       float f = wf[0];
+                                       svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                                       svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                                       svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+                                       for (k = 1;k < 4 && wf[k];k++)
+                                       {
+                                               const float *m = boneposerelative[wi[k]];
+                                               float f = wf[k];
+                                               svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+                                               svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+                                               svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+                                       }
+                               }
+                       }
+               }
+               if (tvector3f)
+               {
+                       const float *tv = model->surfmesh.data_tvector3f;
+                       const int *wi = model->surfmesh.data_vertexweightindex4i;
+                       const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+                       for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, wi += 4, wf += 4, tvector3f += 3)
+                       {
+                               if (wf[0] == 1)
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                                       tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                                       tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                               }
+                               else
+                               {
+                                       const float *m = boneposerelative[wi[0]];
+                                       float f = wf[0];
+                                       tvector3f[0] = f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                                       tvector3f[1] = f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                                       tvector3f[2] = f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                                       for (k = 1;k < 4 && wf[k];k++)
+                                       {
+                                               const float *m = boneposerelative[wi[k]];
+                                               float f = wf[k];
+                                               tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+                                               tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+                                               tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+                                       }
                                }
                        }
                }
@@ -158,19 +222,28 @@ void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameb
                        if (frameblend[blendnum].lerp > 0)
                                numblends = blendnum + 1;
                }
-               memset(vertex3f, 0, numverts * sizeof(float[3]));
-               if (normal3f)
-                       for (i = 0;i < numverts;i++)
-                               VectorClear(normal3f + i * 3);
+               // special case for the first blend because it avoids some adds and the need to memset the arrays first
                for (blendnum = 0;blendnum < numblends;blendnum++)
                {
                        const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
                        float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
-                       for (i = 0;i < numverts;i++)
+                       if (blendnum == 0)
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
+                                       vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
+                                       vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+                               }
+                       }
+                       else
                        {
-                               vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
-                               vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
-                               vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
+                                       vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
+                                       vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+                               }
                        }
                        // the yaw and pitch stored in md3 models are 8bit quantized angles
                        // (0-255), and as such a lookup table is very well suited to
@@ -180,14 +253,27 @@ void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameb
                        if (normal3f)
                        {
                                float lerp = frameblend[blendnum].lerp;
-                               for (i = 0;i < numverts;i++)
+                               if (blendnum == 0)
+                               {
+                                       for (i = 0;i < numverts;i++)
+                                       {
+                                               normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                               normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                               normal3f[i * 3 + 2] =                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
+                                       }
+                               }
+                               else
                                {
-                                       normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
-                                       normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
-                                       normal3f[i * 3 + 2] +=                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
+                                       for (i = 0;i < numverts;i++)
+                                       {
+                                               normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                               normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw     ] * mod_md3_sin[verts[i].pitch     ] * lerp;
+                                               normal3f[i * 3 + 2] +=                                  mod_md3_sin[verts[i].pitch + 64] * lerp;
+                                       }
                                }
                        }
                }
+               // md3 model vertices do not include tangents, so we have to generate them (extremely slow)
                if (normal3f)
                        if (svector3f)
                                Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer);
@@ -200,6 +286,8 @@ void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameb
                float translate[3];
                VectorClear(translate);
                numblends = 0;
+               // blend the frame translates to avoid redundantly doing so on each vertex
+               // (a bit of a brain twister but it works)
                for (blendnum = 0;blendnum < 4;blendnum++)
                {
                        if (model->surfmesh.data_morphmd2framesize6f)
@@ -209,11 +297,7 @@ void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameb
                        if (frameblend[blendnum].lerp > 0)
                                numblends = blendnum + 1;
                }
-               for (i = 0;i < numverts;i++)
-                       VectorCopy(translate, vertex3f + i * 3);
-               if (normal3f)
-                       for (i = 0;i < numverts;i++)
-                               VectorClear(normal3f + i * 3);
+               // special case for the first blend because it avoids some adds and the need to memset the arrays first
                for (blendnum = 0;blendnum < numblends;blendnum++)
                {
                        const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].frame;
@@ -222,11 +306,23 @@ void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameb
                                VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale);
                        else
                                VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
-                       for (i = 0;i < numverts;i++)
+                       if (blendnum == 0)
                        {
-                               vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
-                               vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
-                               vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
+                                       vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
+                                       vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+                               }
+                       }
+                       else
+                       {
+                               for (i = 0;i < numverts;i++)
+                               {
+                                       vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
+                                       vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
+                                       vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+                               }
                        }
                        // the vertex normals in mdl models are an index into a table of
                        // 162 unique values, this very crude quantization reduces the
@@ -235,10 +331,21 @@ void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameb
                        if (normal3f)
                        {
                                float lerp = frameblend[blendnum].lerp;
-                               for (i = 0;i < numverts;i++)
+                               if (blendnum == 0)
                                {
-                                       const float *vn = m_bytenormals[verts[i].lightnormalindex];
-                                       VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
+                                       for (i = 0;i < numverts;i++)
+                                       {
+                                               const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                               VectorScale(vn, lerp, normal3f + i*3);
+                                       }
+                               }
+                               else
+                               {
+                                       for (i = 0;i < numverts;i++)
+                                       {
+                                               const float *vn = m_bytenormals[verts[i].lightnormalindex];
+                                               VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
+                                       }
                                }
                        }
                }
@@ -269,22 +376,7 @@ int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, ma
                        R_ConcatTransforms(boneframe + model->data_bones[tagindex].parent * 12, tempbonematrix, bonematrix);
                        tagindex = model->data_bones[tagindex].parent;
                }
-               outmatrix->m[0][0] = bonematrix[0];
-               outmatrix->m[0][1] = bonematrix[1];
-               outmatrix->m[0][2] = bonematrix[2];
-               outmatrix->m[0][3] = bonematrix[3];
-               outmatrix->m[1][0] = bonematrix[4];
-               outmatrix->m[1][1] = bonematrix[5];
-               outmatrix->m[1][2] = bonematrix[6];
-               outmatrix->m[1][3] = bonematrix[7];
-               outmatrix->m[2][0] = bonematrix[8];
-               outmatrix->m[2][1] = bonematrix[9];
-               outmatrix->m[2][2] = bonematrix[10];
-               outmatrix->m[2][3] = bonematrix[11];
-               outmatrix->m[3][0] = 0;
-               outmatrix->m[3][1] = 0;
-               outmatrix->m[3][2] = 0;
-               outmatrix->m[3][3] = 1;
+               Matrix4x4_FromArray12FloatD3D(outmatrix, bonematrix);
        }
        else if (model->num_tags)
        {
@@ -292,7 +384,7 @@ int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, ma
                        return 4;
                if (poseframe >= model->num_tagframes)
                        return 6;
-               *outmatrix = model->data_tags[poseframe * model->num_tags + tagindex].matrix;
+               Matrix4x4_FromArray12FloatGL(outmatrix, model->data_tags[poseframe * model->num_tags + tagindex].matrixgl);
        }
        return 0;
 }
@@ -557,7 +649,7 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *ve
                // get scene name from first frame
                pinframe = (daliasframe_t *)datapointer;
 
-               strcpy(scene->name, pinframe->name);
+               strlcpy(scene->name, pinframe->name, sizeof(scene->name));
                scene->firstframe = pose;
                scene->framecount = groupframes;
                scene->framerate = 1.0f / interval;
@@ -576,23 +668,25 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *ve
        }
 }
 
-static skinframe_t missingskinframe;
-static void Mod_BuildAliasSkinFromSkinFrame(texture_t *skin, skinframe_t *skinframe)
+static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *skinframe)
 {
-       // hack
-       if (skinframe == NULL)
+       texture->currentframe = texture;
+       texture->numskinframes = 1;
+       texture->skinframerate = 1;
+       texture->currentskinframe = texture->skinframes + 0;
+       if (skinframe)
+               texture->skinframes[0] = *skinframe;
+       else
        {
-               skinframe = &missingskinframe;
-               memset(skinframe, 0, sizeof(*skinframe));
-               skinframe->base = r_texture_notexture;
+               // hack
+               memset(texture->skinframes, 0, sizeof(texture->skinframes));
+               texture->skinframes[0].base = r_texture_notexture;
        }
 
-       skin->skin = *skinframe;
-       skin->currentframe = skin;
-       skin->basematerialflags = MATERIALFLAG_WALL;
-       if (skin->skin.fog)
-               skin->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
-       skin->currentmaterialflags = skin->basematerialflags;
+       texture->basematerialflags = MATERIALFLAG_WALL;
+       if (texture->currentskinframe->fog)
+               texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+       texture->currentmaterialflags = texture->basematerialflags;
 }
 
 static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, char *meshname, char *shadername)
@@ -930,7 +1024,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
 
                        // store the info about the new skin
                        Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe);
-                       strcpy(loadmodel->skinscenes[loadmodel->numskins].name, name);
+                       strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name));
                        loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins;
                        loadmodel->skinscenes[loadmodel->numskins].framecount = 1;
                        loadmodel->skinscenes[loadmodel->numskins].framerate = 10.0f;
@@ -949,7 +1043,7 @@ void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
        surface->num_firstvertex = 0;
        surface->num_vertices = loadmodel->surfmesh.num_vertices;
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[i].framecount > 1;
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
@@ -1165,7 +1259,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
                        out[k] = v[vertremap[k]];
                datapointer += numxyz * sizeof(trivertx_t);
 
-               strcpy(loadmodel->animscenes[i].name, pinframe->name);
+               strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
                loadmodel->animscenes[i].firstframe = i;
                loadmodel->animscenes[i].framecount = 1;
                loadmodel->animscenes[i].framerate = 10;
@@ -1185,7 +1279,7 @@ void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
        surface->num_firstvertex = 0;
        surface->num_vertices = loadmodel->surfmesh.num_vertices;
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[i].framecount > 1;
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
@@ -1240,7 +1334,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
        for (i = 0, pinframe = (md3frameinfo_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_frameinfo));i < loadmodel->numframes;i++, pinframe++)
        {
-               strcpy(loadmodel->animscenes[i].name, pinframe->name);
+               strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
                loadmodel->animscenes[i].firstframe = i;
                loadmodel->animscenes[i].framecount = 1;
                loadmodel->animscenes[i].framerate = 10;
@@ -1253,14 +1347,11 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->data_tags = (aliastag_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_tagframes * loadmodel->num_tags * sizeof(aliastag_t));
        for (i = 0, pintag = (md3tag_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_tags));i < loadmodel->num_tagframes * loadmodel->num_tags;i++, pintag++)
        {
-               strcpy(loadmodel->data_tags[i].name, pintag->name);
-               loadmodel->data_tags[i].matrix = identitymatrix;
+               strlcpy(loadmodel->data_tags[i].name, pintag->name, sizeof(loadmodel->data_tags[i].name));
+               for (j = 0;j < 9;j++)
+                       loadmodel->data_tags[i].matrixgl[j] = LittleFloat(pintag->rotationmatrix[j]);
                for (j = 0;j < 3;j++)
-               {
-                       for (k = 0;k < 3;k++)
-                               loadmodel->data_tags[i].matrix.m[j][k] = LittleFloat(pintag->rotationmatrix[k * 3 + j]);
-                       loadmodel->data_tags[i].matrix.m[j][3] = LittleFloat(pintag->origin[j]);
-               }
+                       loadmodel->data_tags[i].matrixgl[9+j] = LittleFloat(pintag->origin[j]);
                //Con_Printf("model \"%s\" frame #%i tag #%i \"%s\"\n", loadmodel->name, i / loadmodel->num_tags, i % loadmodel->num_tags, loadmodel->data_tags[i].name);
        }
 
@@ -1341,7 +1432,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
        Mod_Alias_CalculateBoundingBox();
        Mod_FreeSkinFiles(skinfiles);
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[i].framecount > 1;
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
@@ -1361,7 +1452,7 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        pinmodel = (zymtype1header_t *)buffer;
        pbase = (unsigned char *)buffer;
        if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12))
-               Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model");
+               Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model", loadmodel->name);
        if (BigLong(pinmodel->type) != 1)
                Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)", loadmodel->name);
 
@@ -1406,12 +1497,12 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
        if (pheader->numtris < 1 || pheader->numverts < 3 || pheader->numshaders < 1)
        {
-               Con_Printf("%s has no geometry\n");
+               Con_Printf("%s has no geometry\n", loadmodel->name);
                return;
        }
        if (pheader->numscenes < 1 || pheader->lump_poses.length < (int)sizeof(float[3][4]))
        {
-               Con_Printf("%s has no animations\n");
+               Con_Printf("%s has no animations\n", loadmodel->name);
                return;
        }
 
@@ -1653,7 +1744,7 @@ void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[i].framecount > 1;
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
@@ -1671,7 +1762,7 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        pheader = (dpmheader_t *)buffer;
        pbase = (unsigned char *)buffer;
        if (memcmp(pheader->id, "DARKPLACESMODEL\0", 16))
-               Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model");
+               Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model", loadmodel->name);
        if (BigLong(pheader->type) != 2)
                Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)", loadmodel->name);
 
@@ -1699,12 +1790,12 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
        if (pheader->num_bones < 1 || pheader->num_meshs < 1)
        {
-               Con_Printf("%s has no geometry\n");
+               Con_Printf("%s has no geometry\n", loadmodel->name);
                return;
        }
        if (pheader->num_frames < 1)
        {
-               Con_Printf("%s has no frames\n");
+               Con_Printf("%s has no frames\n", loadmodel->name);
                return;
        }
 
@@ -1945,16 +2036,7 @@ void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[i].framecount > 1;
-}
-
-static void Mod_PSKMODEL_AnimKeyToMatrix(float *origin, float *quat, matrix4x4_t *m)
-{
-       float x = quat[0], y = quat[1], z = quat[2], w = quat[3];
-       m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]=  2*(x*y-z*w);m->m[0][2]=  2*(x*z+y*w);m->m[0][3]=origin[0];
-       m->m[1][0]=  2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]=  2*(y*z-x*w);m->m[1][3]=origin[1];
-       m->m[2][0]=  2*(x*z-y*w);m->m[2][1]=  2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=origin[2];
-       m->m[3][0]=  0          ;m->m[3][1]=  0          ;m->m[3][2]=  0          ;m->m[3][3]=1;
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }
 
 // no idea why PSK/PSA files contain weird quaternions but they do...
@@ -1981,7 +2063,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 
        pchunk = (pskchunk_t *)buffer;
        if (strcmp(pchunk->id, "ACTRHEAD"))
-               Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model");
+               Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model", loadmodel->name);
 
        loadmodel->type = mod_alias;
        loadmodel->DrawSky = NULL;
@@ -2216,7 +2298,7 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
                        // positions from the psk, but this is hard for me to implement
                        // and people can easily make animations that match.
                        if (numanimbones != numbones)
-                               Host_Error("%s: this loader only supports animations with the same bones as the mesh");
+                               Host_Error("%s: this loader only supports animations with the same bones as the mesh", loadmodel->name);
                        for (index = 0, p = (pskboneinfo_t *)animbuffer;index < numrecords;index++, p++)
                        {
                                p->numchildren = LittleLong(p->numchildren);
@@ -2476,20 +2558,10 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        // load the poses from the animkeys
        for (index = 0;index < numanimkeys;index++)
        {
+               pskanimkeys_t *k = animkeys + index;
                matrix4x4_t matrix;
-               Mod_PSKMODEL_AnimKeyToMatrix(animkeys[index].origin, animkeys[index].quat, &matrix);
-               loadmodel->data_poses[index*12+0] = matrix.m[0][0];
-               loadmodel->data_poses[index*12+1] = matrix.m[0][1];
-               loadmodel->data_poses[index*12+2] = matrix.m[0][2];
-               loadmodel->data_poses[index*12+3] = matrix.m[0][3];
-               loadmodel->data_poses[index*12+4] = matrix.m[1][0];
-               loadmodel->data_poses[index*12+5] = matrix.m[1][1];
-               loadmodel->data_poses[index*12+6] = matrix.m[1][2];
-               loadmodel->data_poses[index*12+7] = matrix.m[1][3];
-               loadmodel->data_poses[index*12+8] = matrix.m[2][0];
-               loadmodel->data_poses[index*12+9] = matrix.m[2][1];
-               loadmodel->data_poses[index*12+10] = matrix.m[2][2];
-               loadmodel->data_poses[index*12+11] = matrix.m[2][3];
+               Matrix4x4_FromOriginQuat(&matrix, k->origin[0], k->origin[1], k->origin[2], k->quat[0], k->quat[1], k->quat[2], k->quat[3]);
+               Matrix4x4_ToArray12FloatD3D(&matrix, loadmodel->data_poses + index*12);
        }
        Mod_FreeSkinFiles(skinfiles);
        Mem_Free(animfilebuffer);
@@ -2503,6 +2575,6 @@ void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
        Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        Mod_Alias_CalculateBoundingBox();
 
-       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[i].framecount > 1;
+       loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
 }