]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
convert lightmaps to sRGB for nice sRGB support
[xonotic/darkplaces.git] / model_brush.c
index e59393a6dad1ba903befce8c9701265e54839394..088671193e612439db269020e0823808c857afc1 100644 (file)
@@ -38,6 +38,7 @@ cvar_t r_subdivisions_collision_tolerance = {0, "r_subdivisions_collision_tolera
 cvar_t r_subdivisions_collision_mintess = {0, "r_subdivisions_collision_mintess", "0", "minimum number of subdivisions (values above 0 will smooth curves that don't need it)"};
 cvar_t r_subdivisions_collision_maxtess = {0, "r_subdivisions_collision_maxtess", "1024", "maximum number of subdivisions (prevents curves beyond a certain detail level, limits smoothing)"};
 cvar_t r_subdivisions_collision_maxvertices = {0, "r_subdivisions_collision_maxvertices", "4225", "maximum vertices allowed per subdivided curve"};
+cvar_t r_trippy = {0, "r_trippy", "0", "easter egg"};
 cvar_t mod_noshader_default_offsetmapping = {CVAR_SAVE, "mod_noshader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are not using q3 shader files"};
 cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
 cvar_t mod_q3bsp_curves_collisions_stride = {0, "mod_q3bsp_curves_collisions_stride", "16", "collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
@@ -48,12 +49,15 @@ cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower"
 cvar_t mod_q3bsp_nolightmaps = {CVAR_SAVE, "mod_q3bsp_nolightmaps", "0", "do not load lightmaps in Q3BSP maps (to save video RAM, but be warned: it looks ugly)"};
 cvar_t mod_q3bsp_tracelineofsight_brushes = {0, "mod_q3bsp_tracelineofsight_brushes", "0", "enables culling of entities behind detail brushes, curves, etc"};
 cvar_t mod_q3shader_default_offsetmapping = {CVAR_SAVE, "mod_q3shader_default_offsetmapping", "1", "use offsetmapping by default on all surfaces that are using q3 shader files"};
+cvar_t mod_q3shader_default_offsetmapping_scale = {CVAR_SAVE, "mod_q3shader_default_offsetmapping_scale", "1", "default scale used for offsetmapping"};
+cvar_t mod_q3shader_default_offsetmapping_bias = {CVAR_SAVE, "mod_q3shader_default_offsetmapping_bias", "0", "default bias used for offsetmapping"};
 cvar_t mod_q3shader_default_polygonfactor = {0, "mod_q3shader_default_polygonfactor", "0", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
 cvar_t mod_q3shader_default_polygonoffset = {0, "mod_q3shader_default_polygonoffset", "-2", "biases depth values of 'polygonoffset' shaders to prevent z-fighting artifacts"};
-
+cvar_t mod_q3shader_force_addalpha = {0, "mod_q3shader_force_addalpha", "0", "treat GL_ONE GL_ONE (or add) blendfunc as GL_SRC_ALPHA GL_ONE for compatibility with older DarkPlaces releases"};
 cvar_t mod_q1bsp_polygoncollisions = {0, "mod_q1bsp_polygoncollisions", "0", "disables use of precomputed cliphulls and instead collides with polygons (uses Bounding Interval Hierarchy optimizations)"};
 cvar_t mod_collision_bih = {0, "mod_collision_bih", "1", "enables use of generated Bounding Interval Hierarchy tree instead of compiled bsp tree in collision code"};
 cvar_t mod_recalculatenodeboxes = {0, "mod_recalculatenodeboxes", "1", "enables use of generated node bounding boxes based on BSP tree portal reconstruction, rather than the node boxes supplied by the map compiler"};
+extern cvar_t vid_sRGB;
 
 static texture_t mod_q1bsp_texture_solid;
 static texture_t mod_q1bsp_texture_sky;
@@ -75,6 +79,7 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&r_subdivisions_collision_mintess);
        Cvar_RegisterVariable(&r_subdivisions_collision_maxtess);
        Cvar_RegisterVariable(&r_subdivisions_collision_maxvertices);
+       Cvar_RegisterVariable(&r_trippy);
        Cvar_RegisterVariable(&mod_noshader_default_offsetmapping);
        Cvar_RegisterVariable(&mod_q3bsp_curves_collisions);
        Cvar_RegisterVariable(&mod_q3bsp_curves_collisions_stride);
@@ -85,12 +90,20 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&mod_q3bsp_nolightmaps);
        Cvar_RegisterVariable(&mod_q3bsp_tracelineofsight_brushes);
        Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping);
+       Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping_scale);
+       Cvar_RegisterVariable(&mod_q3shader_default_offsetmapping_bias);
        Cvar_RegisterVariable(&mod_q3shader_default_polygonfactor);
        Cvar_RegisterVariable(&mod_q3shader_default_polygonoffset);
+       Cvar_RegisterVariable(&mod_q3shader_force_addalpha);
        Cvar_RegisterVariable(&mod_q1bsp_polygoncollisions);
        Cvar_RegisterVariable(&mod_collision_bih);
        Cvar_RegisterVariable(&mod_recalculatenodeboxes);
 
+       // these games were made for older DP engines and are no longer
+       // maintained; use this hack to show their textures properly
+       if(gamemode == GAME_NEXUIZ)
+               Cvar_SetQuick(&mod_q3shader_force_addalpha, "1");
+
        memset(&mod_q1bsp_texture_solid, 0, sizeof(mod_q1bsp_texture_solid));
        strlcpy(mod_q1bsp_texture_solid.name, "solid" , sizeof(mod_q1bsp_texture_solid.name));
        mod_q1bsp_texture_solid.surfaceflags = 0;
@@ -1157,7 +1170,7 @@ void Collision_ClipTrace_Point(trace_t *trace, const vec3_t cmins, const vec3_t
 static qboolean Mod_Q1BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end)
 {
        trace_t trace;
-       model->TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
+       Mod_Q1BSP_TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
        return trace.fraction == 1;
 }
 
@@ -1578,8 +1591,8 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
                }
        }
 
-       loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0         , (unsigned char *) solidpixels, w, h, bytesperpixel == 4 && r_texture_sRGB_skybox.integer);
-       loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h, bytesperpixel == 4 && r_texture_sRGB_skybox.integer);
+       loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0         , (unsigned char *) solidpixels, w, h, vid.sRGB3D);
+       loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h, vid.sRGB3D);
        Mem_Free(solidpixels);
        Mem_Free(alphapixels);
 }
@@ -1657,8 +1670,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->reflectfactor = 1;
                Vector4Set(tx->reflectcolor4f, 1, 1, 1, 1);
                tx->r_water_wateralpha = 1;
-               tx->offsetmapping = OFFSETMAPPING_OFF;
+               tx->offsetmapping = OFFSETMAPPING_DEFAULT;
                tx->offsetscale = 1;
+               tx->offsetbias = 0;
                tx->specularscalemod = 1;
                tx->specularpowermod = 1;
        }
@@ -1770,9 +1784,9 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        // LordHavoc: HL sky textures are entirely different than quake
                        if (!loadmodel->brush.ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == mtheight * 2)
                        {
-                               data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, r_texture_sRGB_skin_diffuse.integer != 0, NULL);
+                               data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), false, false, false, NULL);
                                if (!data)
-                                       data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, r_texture_sRGB_skin_diffuse.integer != 0, NULL);
+                                       data = loadimagepixelsbgra(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), false, false, false, NULL);
                                if (data && image_width == image_height * 2)
                                {
                                        R_Q1BSP_LoadSplitSky(data, image_width, image_height, 4);
@@ -1786,6 +1800,8 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
                                if (!skinframe)
                                        skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false);
+                               if (skinframe)
+                                       tx->offsetmapping = OFFSETMAPPING_DEFAULT; // allow offsetmapping on external textures without a q3 shader
                                if (!skinframe)
                                {
                                        // did not find external texture, load it from the bsp or wad3
@@ -1814,43 +1830,44 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                if (skinframe)
                                        tx->skinframes[0] = skinframe;
                        }
-
-                       tx->basematerialflags = MATERIALFLAG_WALL;
-                       if (tx->name[0] == '*')
-                       {
-                               // LordHavoc: some turbulent textures should not be affected by wateralpha
-                               if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae
-                               {
-                                       // replace the texture with transparent black
-                                       tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, false);
-                                       tx->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_REFLECTION;
-                               }
-                               else if (!strncmp(tx->name,"*lava",5)
-                                || !strncmp(tx->name,"*teleport",9)
-                                || !strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
-                                       tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
-                               else
-                                       tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATERSHADER;
-                               if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
-                                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-                       }
+                       // LordHavoc: some Tenebrae textures get replaced by black
+                       if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae
+                               tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, TEXF_MIPMAP | TEXF_ALPHA, zerotrans, 1, 1, false);
                        else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
-                       {
-                               // replace the texture with black
                                tx->skinframes[0] = R_SkinFrame_LoadInternalBGRA(tx->name, 0, zeroopaque, 1, 1, false);
-                               tx->basematerialflags |= MATERIALFLAG_REFLECTION;
-                       }
-                       else if (!strncmp(tx->name, "sky", 3))
-                               tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
-                       else if (!strcmp(tx->name, "caulk"))
-                               tx->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-                       else if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
-                               tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+               }
 
-                       // start out with no animation
-                       tx->currentframe = tx;
-                       tx->currentskinframe = tx->skinframes[0];
+               tx->basematerialflags = MATERIALFLAG_WALL;
+               if (tx->name[0] == '*')
+               {
+                       // LordHavoc: some turbulent textures should not be affected by wateralpha
+                       if (!strncmp(tx->name, "*glassmirror", 12)) // Tenebrae
+                               tx->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_REFLECTION;
+                       else if (!strncmp(tx->name,"*lava",5)
+                        || !strncmp(tx->name,"*teleport",9)
+                        || !strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
+                               tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
+                       else
+                               tx->basematerialflags |= MATERIALFLAG_WATERSCROLL | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATERSHADER;
+                       if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
+                               tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+               }
+               else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
+               {
+                       // replace the texture with black
+                       tx->basematerialflags |= MATERIALFLAG_REFLECTION;
                }
+               else if (!strncmp(tx->name, "sky", 3))
+                       tx->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+               else if (!strcmp(tx->name, "caulk"))
+                       tx->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+               else if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
+                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+
+               // start out with no animation
+               tx->currentframe = tx;
+               tx->currentskinframe = tx->skinframes[0];
+               tx->currentmaterialflags = tx->basematerialflags;
        }
 
        // sequence the animations
@@ -3567,7 +3584,7 @@ static int Mod_Q1BSP_FatPVS(dp_model_t *model, const vec3_t org, vec_t radius, u
 {
        int bytes = model->brush.num_pvsclusterbytes;
        bytes = min(bytes, pvsbufferlength);
-       if (r_novis.integer || !model->brush.num_pvsclusters || !Mod_Q1BSP_GetPVS(model, org))
+       if (r_novis.integer || r_trippy.integer || !model->brush.num_pvsclusters || !Mod_Q1BSP_GetPVS(model, org))
        {
                memset(pvsbuffer, 0xFF, bytes);
                return bytes;
@@ -3695,7 +3712,10 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
 
        mod->soundfromcenter = true;
        mod->TraceBox = Mod_Q1BSP_TraceBox;
-       mod->TraceLine = Mod_Q1BSP_TraceLineAgainstSurfaces; // LordHavoc: use the surface-hitting version of TraceLine in all cases
+       if (sv_gameplayfix_q1bsptracelinereportstexture.integer)
+               mod->TraceLine = Mod_Q1BSP_TraceLineAgainstSurfaces; // LordHavoc: use the surface-hitting version of TraceLine in all cases
+       else
+               mod->TraceLine = Mod_Q1BSP_TraceLine;
        mod->TracePoint = Mod_Q1BSP_TracePoint;
        mod->PointSuperContents = Mod_Q1BSP_PointSuperContents;
        mod->TraceLineAgainstSurfaces = Mod_Q1BSP_TraceLineAgainstSurfaces;
@@ -4972,7 +4992,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                mergebuf = (loadmodel->brushq3.deluxemapping && (i & 1)) ? mergeddeluxepixels : mergedpixels;
                mergebuf += 4 * (realindex & (mergedcolumns-1))*size + 4 * ((realindex >> powerx) & (mergedrows-1))*mergedwidth*size;
                if ((i & 1) == 0 || !loadmodel->brushq3.deluxemapping)
-                       Con_Printf("copying original lightmap %i (%ix%i) to %i (at %i,%i)\n", i, size, size, lightmapindex, (realindex & (mergedcolumns-1))*size, ((realindex >> powerx) & (mergedrows-1))*size);
+                       Con_DPrintf("copying original lightmap %i (%ix%i) to %i (at %i,%i)\n", i, size, size, lightmapindex, (realindex & (mergedcolumns-1))*size, ((realindex >> powerx) & (mergedrows-1))*size);
 
                // convert pixels from RGB or BGRA while copying them into the destination rectangle
                for (j = 0;j < size;j++)
@@ -4990,7 +5010,11 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                        if (loadmodel->brushq3.deluxemapping && (i & 1))
                                loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergedwidth, mergedheight, mergeddeluxepixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bspdeluxemaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
                        else
+                       {
+                               if(vid_sRGB.integer && !vid.sRGBcapable3D)
+                                       Image_MakesRGBColorsFromLinear(mergedpixels, mergedpixels, mergedwidth * mergedheight);
                                loadmodel->brushq3.data_lightmaps [lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergedwidth, mergedheight, mergedpixels, TEXTYPE_BGRA, TEXF_FORCELINEAR | (gl_texturecompression_q3bsplightmaps.integer ? TEXF_COMPRESS : 0), -1, NULL);
+                       }
                }
        }
 
@@ -5836,6 +5860,7 @@ static void Mod_Q3BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambie
                break;
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                stylescale = r_refdef.scene.rtlightstylevalue[0];
                break;
        }
@@ -5991,6 +6016,9 @@ void Mod_CollisionBIH_TracePoint(dp_model_t *model, const frameblend_t *frameble
        trace->hitsupercontentsmask = hitsupercontentsmask;
 
        bih = &model->collision_bih;
+       if(!bih->nodes)
+               return;
+
        nodenum = bih->rootnode;
        nodestack[nodestackpos++] = nodenum;
        while (nodestackpos)
@@ -6047,6 +6075,9 @@ void Mod_CollisionBIH_TraceLineShared(dp_model_t *model, const frameblend_t *fra
        vec_t d1, d2, d3, d4, f, nodestackline[1024][6];
        int axis, nodenum, nodestackpos = 0, nodestack[1024];
 
+       if(!bih->nodes)
+               return;
+
        if (VectorCompare(start, end))
        {
                Mod_CollisionBIH_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask);
@@ -6180,6 +6211,8 @@ void Mod_CollisionBIH_TraceBrush(dp_model_t *model, const frameblend_t *frameble
        }
 
        bih = &model->collision_bih;
+       if(!bih->nodes)
+               return;
        nodenum = bih->rootnode;
 
        // box trace, performed as brush trace
@@ -7191,9 +7224,6 @@ void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Host_Error("Mod_MAP_Load: not yet implemented");
 }
 
-#define OBJASMODEL
-
-#ifdef OBJASMODEL
 typedef struct objvertex_s
 {
        int nextindex;
@@ -7306,6 +7336,9 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        VectorClear(mins);
        VectorClear(maxs);
 
+       // we always have model 0, i.e. the first "submodel"
+       loadmodel->brush.numsubmodels = 1;
+
        // parse the OBJ text now
        for(;;)
        {
@@ -7782,942 +7815,6 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Con_DPrintf("Stats for obj model \"%s\": %i faces, %i nodes, %i leafs, %i clusters, %i clusterportals, mesh: %i vertices, %i triangles, %i surfaces\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->num_surfaces);
 }
 
-
-
-
-
-
-
-
-
-
-#else // OBJASMODEL
-
-#ifdef OBJWORKS
-typedef struct objvertex_s
-{
-       float v[3];
-       float vt[2];
-       float vn[3];
-}
-objvertex_t;
-
-typedef struct objtriangle_s
-{
-       objvertex_t vertex[3];
-       int textureindex;
-       // these fields are used only in conversion to surfaces
-       int axis;
-       int surfaceindex;
-       int surfacevertexindex[3];
-       float edgeplane[3][4];
-}
-objtriangle_t;
-
-typedef objnode_s
-{
-       struct objnode_s *children[2];
-       struct objnode_s *parent;
-       objtriangle_t *triangles;
-       float normal[3];
-       float dist;
-       float mins[3];
-       float maxs[3];
-       int numtriangles;
-}
-objnode_t;
-
-objnode_t *Mod_OBJ_BSPNodeForTriangles(objnode_t *parent, objtriangle_t *triangles, int numtriangles, const float *mins, const float *maxs, mem_expandablearray_t *nodesarray, int maxclippedtriangles, objtriangle_t *clippedfronttriangles, objtriangle_t *clippedbacktriangles)
-{
-       int i, j;
-       float normal[3];
-       float dist;
-       int score;
-       float bestnormal[3];
-       float bestdist;
-       int bestscore;
-       float mins[3];
-       float maxs[3];
-       int numfronttriangles;
-       int numbacktriangles;
-       int count_front;
-       int count_back;
-       int count_both;
-       int count_on;
-       float outfrontpoints[5][3];
-       float outbackpoints[5][3];
-       int neededfrontpoints;
-       int neededbackpoints;
-       int countonpoints;
-       objnode_t *node;
-
-       node = (objnode_t *)Mem_ExpandableArray_AllocRecord(array);
-       node->parent = parent;
-       if (numtriangles)
-       {
-               VectorCopy(triangles[0].vertex[0].v, mins);
-               VectorCopy(triangles[0].vertex[0].v, maxs);
-       }
-       else if (parent && parent->children[0] == node)
-       {
-               VectorCopy(parent->mins, mins);
-               Vectorcopy(parent->maxs, maxs);
-       }
-       else if (parent && parent->children[1] == node)
-       {
-               VectorCopy(parent->mins, mins);
-               Vectorcopy(parent->maxs, maxs);
-       }
-       else
-       {
-               VectorClear(mins);
-               VectorClear(maxs);
-       }
-       for (i = 0;i < numtriangles;i++)
-       {
-               for (j = 0;j < 3;j++)
-               {
-                       mins[0] = min(mins[0], triangles[i].vertex[j].v[0]);
-                       mins[1] = min(mins[1], triangles[i].vertex[j].v[1]);
-                       mins[2] = min(mins[2], triangles[i].vertex[j].v[2]);
-                       maxs[0] = max(maxs[0], triangles[i].vertex[j].v[0]);
-                       maxs[1] = max(maxs[1], triangles[i].vertex[j].v[1]);
-                       maxs[2] = max(maxs[2], triangles[i].vertex[j].v[2]);
-               }
-       }
-       VectorCopy(mins, node->mins);
-       VectorCopy(maxs, node->maxs);
-       if (numtriangles <= mod_obj_leaftriangles.integer)
-       {
-               // create a leaf
-               loadmodel->brush.num_leafs++;
-               node->triangles = triangles;
-               node->numtriangles = numtriangles;
-               return node;
-       }
-
-       // create a node
-       loadmodel->brush.num_nodes++;
-       // pick a splitting plane from the various choices available to us...
-       // early splits simply halve the interval
-       bestscore = 0;
-       VectorClear(bestnormal);
-       bestdist = 0;
-       if (numtriangles <= mod_obj_splitterlimit.integer)
-               limit = numtriangles;
-       else
-               limit = 0;
-       for (i = -3;i < limit;i++)
-       {
-               if (i < 0)
-               {
-                       // first we try 3 axial splits (kdtree-like)
-                       j = i + 3;
-                       VectorClear(normal);
-                       normal[j] = 1;
-                       dist = (mins[j] + maxs[j]) * 0.5f;
-               }
-               else
-               {
-                       // then we try each triangle plane
-                       TriangleNormal(triangles[i].vertex[0].v, triangles[i].vertex[1].v, triangles[i].vertex[2].v, normal);
-                       VectorNormalize(normal);
-                       dist = DotProduct(normal, triangles[i].vertex[0].v);
-                       // use positive axial values whenever possible
-                       if (normal[0] == -1)
-                               normal[0] = 1;
-                       if (normal[1] == -1)
-                               normal[1] = 1;
-                       if (normal[2] == -1)
-                               normal[2] = 1;
-                       // skip planes that match the current best
-                       if (VectorCompare(normal, bestnormal) && dist == bestdist)
-                               continue;
-               }
-               count_on = 0;
-               count_front = 0;
-               count_back = 0;
-               count_both = 0;
-               for (j = 0;j < numtriangles;j++)
-               {
-                       dists[0] = DotProduct(normal, triangles[j].vertex[0].v) - dist;
-                       dists[1] = DotProduct(normal, triangles[j].vertex[1].v) - dist;
-                       dists[2] = DotProduct(normal, triangles[j].vertex[2].v) - dist;
-                       if (dists[0] < -DIST_EPSILON || dists[1] < -DIST_EPSILON || dists[2] < -DIST_EPSILON)
-                       {
-                               if (dists[0] > DIST_EPSILON || dists[1] > DIST_EPSILON || dists[2] > DIST_EPSILON)
-                                       count_both++;
-                               else
-                                       count_back++;
-                       }
-                       else if (dists[0] > DIST_EPSILON || dists[1] > DIST_EPSILON || dists[2] > DIST_EPSILON)
-                               count_front++;
-                       else
-                               count_on++;
-               }
-               // score is supposed to:
-               // prefer axial splits
-               // prefer evenly dividing the input triangles
-               // prefer triangles on the plane
-               // avoid triangles crossing the plane
-               score = count_on*count_on - count_both*count_both + min(count_front, count_back)*(count_front+count_back);
-               if (normal[0] == 1 || normal[1] == 1 || normal[2] == 1)
-                       score *= 2;
-               if (i == -3 || bestscore < score)
-               {
-                       VectorCopy(normal, bestnormal);
-                       bestdist = dist;
-                       bestscore = score;
-               }
-       }
-
-       // now we have chosen an optimal split plane...
-
-       // divide triangles by the splitting plane
-       numfronttriangles = 0;
-       numbacktriangles = 0;
-       for (i = 0;i < numtriangles;i++)
-       {
-               neededfrontpoints = 0;
-               neededbackpoints = 0;
-               countonpoints = 0;
-               PolygonF_Divide(3, triangles[i].vertex[0].v, bestnormal[0], bestnormal[1], bestnormal[2], bestdist, DIST_EPSILON, 5, outfrontpoints[0], &neededfrontpoints, 5, outbackpoints[0], &neededbackpoints, &countonpoints);
-               if (countonpoints > 1)
-               {
-                       // triangle lies on plane, assign it to one child only
-                       TriangleNormal(triangles[i].vertex[0].v, triangles[i].vertex[1].v, triangles[i].vertex[2].v, normal);
-                       if (DotProduct(bestnormal, normal) >= 0)
-                       {
-                               // assign to front side child
-                               obj_fronttriangles[numfronttriangles++] = triangles[i];
-                       }
-                       else
-                       {
-                               // assign to back side child
-                               obj_backtriangles[numbacktriangles++] = triangles[i];
-                       }
-               }
-               else
-               {
-                       // convert clipped polygons to triangles
-                       for (j = 0;j < neededfrontpoints-2;j++)
-                       {
-                               obj_fronttriangles[numfronttriangles] = triangles[i];
-                               VectorCopy(outfrontpoints[0], obj_fronttriangles[numfronttriangles].vertex[0].v);
-                               VectorCopy(outfrontpoints[j+1], obj_fronttriangles[numfronttriangles].vertex[1].v);
-                               VectorCopy(outfrontpoints[j+2], obj_fronttriangles[numfronttriangles].vertex[2].v);
-                               numfronttriangles++;
-                       }
-                       for (j = 0;j < neededbackpoints-2;j++)
-                       {
-                               obj_backtriangles[numbacktriangles] = triangles[i];
-                               VectorCopy(outbackpoints[0], obj_backtriangles[numbacktriangles].vertex[0].v);
-                               VectorCopy(outbackpoints[j+1], obj_backtriangles[numbacktriangles].vertex[1].v);
-                               VectorCopy(outbackpoints[j+2], obj_backtriangles[numbacktriangles].vertex[2].v);
-                               numbacktriangles++;
-                       }
-               }
-       }
-
-       // now copy the triangles out of the big buffer
-       if (numfronttriangles)
-       {
-               fronttriangles = Mem_Alloc(loadmodel->mempool, fronttriangles * sizeof(*fronttriangles));
-               memcpy(fronttriangles, obj_fronttriangles, numfronttriangles * sizeof(*fronttriangles));
-       }
-       else
-               fronttriangles = NULL;
-       if (numbacktriangles)
-       {
-               backtriangles = Mem_Alloc(loadmodel->mempool, backtriangles * sizeof(*backtriangles));
-               memcpy(backtriangles, obj_backtriangles, numbacktriangles * sizeof(*backtriangles));
-       }
-       else
-               backtriangles = NULL;
-
-       // free the original triangles we were given
-       if (triangles)
-               Mem_Free(triangles);
-       triangles = NULL;
-       numtriangles = 0;
-
-       // now create the children...
-       node->children[0] = Mod_OBJ_BSPNodeForTriangles(node, fronttriangles, numfronttriangles, frontmins, frontmaxs, nodesarray, maxclippedtriangles, clippedfronttriangles, clippedbacktriangles);
-       node->children[1] = Mod_OBJ_BSPNodeForTriangles(node, backtriangles, numbacktriangles, backmins, backmaxs, nodesarray, maxclippedtriangles, clippedfronttriangles, clippedbacktriangles);
-       return node;
-}
-
-void Mod_OBJ_SnapVertex(float *v)
-{
-       int i;
-       float a = mod_obj_vertexprecision.value;
-       float b = 1.0f / a;
-       v[0] -= floor(v[0] * a + 0.5f) * b;
-       v[1] -= floor(v[1] * a + 0.5f) * b;
-       v[2] -= floor(v[2] * a + 0.5f) * b;
-}
-
-void Mod_OBJ_ConvertBSPNode(objnode_t *objnode, mnode_t *mnodeparent)
-{
-       if (objnode->children[0])
-       {
-               // convert to mnode_t
-               mnode_t *mnode = loadmodel->brush.data_nodes + loadmodel->brush.num_nodes++;
-               mnode->parent = mnodeparent;
-               mnode->plane = loadmodel->brush.data_planes + loadmodel->brush.num_planes++;
-               VectorCopy(objnode->normal, mnode->plane->normal);
-               mnode->plane->dist = objnode->dist;
-               PlaneClassify(mnode->plane);
-               VectorCopy(objnode->mins, mnode->mins);
-               VectorCopy(objnode->maxs, mnode->maxs);
-               // push combinedsupercontents up to the parent
-               if (mnodeparent)
-                       mnodeparent->combinedsupercontents |= mnode->combinedsupercontents;
-               mnode->children[0] = Mod_OBJ_ConvertBSPNode(objnode->children[0], mnode);
-               mnode->children[1] = Mod_OBJ_ConvertBSPNode(objnode->children[1], mnode);
-       }
-       else
-       {
-               // convert to mleaf_t
-               mleaf_t *mleaf = loadmodel->brush.data_leafs + loadmodel->brush.num_leafs++;
-               mleaf->parent = mnodeparent;
-               VectorCopy(objnode->mins, mleaf->mins);
-               VectorCopy(objnode->maxs, mleaf->maxs);
-               mleaf->clusterindex = loadmodel->brush.num_leafs - 1;
-               if (objnode->numtriangles)
-               {
-                       objtriangle_t *triangles = objnode->triangles;
-                       int numtriangles = objnode->numtriangles;
-                       texture_t *texture;
-                       float edge[3][3];
-                       float normal[3];
-                       objvertex_t vertex[3];
-                       numsurfaces = 0;
-                       maxsurfaces = numtriangles;
-                       surfaces = NULL;
-                       // calculate some more data on each triangle for surface gathering
-                       for (i = 0;i < numtriangles;i++)
-                       {
-                               triangle = triangles + i;
-                               texture = loadmodel->data_textures + triangle->textureindex;
-                               Mod_OBJ_SnapVertex(triangle->vertex[0].v);
-                               Mod_OBJ_SnapVertex(triangle->vertex[1].v);
-                               Mod_OBJ_SnapVertex(triangle->vertex[2].v);
-                               TriangleNormal(triangle->vertex[0].v, triangle->vertex[1].v, triangle->vertex[2].v, normal);
-                               axis = 0;
-                               if (fabs(normal[axis]) < fabs(normal[1]))
-                                       axis = 1;
-                               if (fabs(normal[axis]) < fabs(normal[2]))
-                                       axis = 2;
-                               VectorClear(normal);
-                               normal[axis] = 1;
-                               triangle->axis = axis;
-                               VectorSubtract(triangle->vertex[1].v, triangle->vertex[0].v, edge[0]);
-                               VectorSubtract(triangle->vertex[2].v, triangle->vertex[1].v, edge[1]);
-                               VectorSubtract(triangle->vertex[0].v, triangle->vertex[2].v, edge[2]);
-                               CrossProduct(edge[0], normal, triangle->edgeplane[0]);
-                               CrossProduct(edge[1], normal, triangle->edgeplane[1]);
-                               CrossProduct(edge[2], normal, triangle->edgeplane[2]);
-                               VectorNormalize(triangle->edgeplane[0]);
-                               VectorNormalize(triangle->edgeplane[1]);
-                               VectorNormalize(triangle->edgeplane[2]);
-                               triangle->edgeplane[0][3] = DotProduct(triangle->edgeplane[0], triangle->vertex[0].v);
-                               triangle->edgeplane[1][3] = DotProduct(triangle->edgeplane[1], triangle->vertex[1].v);
-                               triangle->edgeplane[2][3] = DotProduct(triangle->edgeplane[2], triangle->vertex[2].v);
-                               triangle->surfaceindex = 0;
-                               // add to the combined supercontents while we're here...
-                               mleaf->combinedsupercontents |= texture->supercontents;
-                       }
-                       surfaceindex = 1;
-                       for (i = 0;i < numtriangles;i++)
-                       {
-                               // skip already-assigned triangles
-                               if (triangles[i].surfaceindex)
-                                       continue;
-                               texture = loadmodel->data_textures + triangles[i].textureindex;
-                               // assign a new surface to this triangle
-                               triangles[i].surfaceindex = surfaceindex++;
-                               axis = triangles[i].axis;
-                               numvertices = 3;
-                               // find the triangle's neighbors, this can take multiple passes
-                               retry = true;
-                               while (retry)
-                               {
-                                       retry = false;
-                                       for (j = i+1;j < numtriangles;j++)
-                                       {
-                                               if (triangles[j].surfaceindex || triangles[j].axis != axis || triangles[j].texture != texture)
-                                                       continue;
-                                               triangle = triangles + j;
-                                               for (k = i;k < j;k++)
-                                               {
-                                                       if (triangles[k].surfaceindex != surfaceindex)
-                                                               continue;
-                                                       if (VectorCompare(triangles[k].vertex[0].v, triangles[j].vertex[0].v)
-                                                        || VectorCompare(triangles[k].vertex[0].v, triangles[j].vertex[1].v)
-                                                        || VectorCompare(triangles[k].vertex[0].v, triangles[j].vertex[2].v)
-                                                        || VectorCompare(triangles[k].vertex[1].v, triangles[j].vertex[0].v)
-                                                        || VectorCompare(triangles[k].vertex[1].v, triangles[j].vertex[1].v)
-                                                        || VectorCompare(triangles[k].vertex[1].v, triangles[j].vertex[2].v)
-                                                        || VectorCompare(triangles[k].vertex[2].v, triangles[j].vertex[0].v)
-                                                        || VectorCompare(triangles[k].vertex[2].v, triangles[j].vertex[1].v)
-                                                        || VectorCompare(triangles[k].vertex[2].v, triangles[j].vertex[2].v))
-                                                       {
-                                                               // shares a vertex position
-                                                               --- FIXME ---
-                                                       }
-                                               }
-                                               for (k = 0;k < numvertices;k++)
-                                                       if (!VectorCompare(vertex[k].v, triangles[j].vertex[0].v) || !VectorCompare(vertex[k].v, triangles[j].vertex[1].v) || !VectorCompare(vertex[k].v, triangles[j].vertex[2].v))
-                                                               break;
-                                               if (k == numvertices)
-                                                       break; // not a neighbor
-                                               // this triangle is a neighbor and has the same axis and texture
-                                               // check now if it overlaps in lightmap projection space
-                                               triangles[j].surfaceindex;
-                                               if (triangles[j].
-                                       }
-                               }
-                               //triangles[i].surfaceindex = surfaceindex++;
-                               for (surfaceindex = 0;surfaceindex < numsurfaces;surfaceindex++)
-                               {
-                                       if (surfaces[surfaceindex].texture != texture)
-                                               continue;
-                                       // check if any triangles already in this surface overlap in lightmap projection space
-                                       
-                                       {
-                                       }
-                                       break;
-                               }
-                       }
-                       // let the collision code simply use the surfaces
-                       mleaf->containscollisionsurfaces = mleaf->combinedsupercontents != 0;
-                       mleaf->numleafsurfaces = ?;
-                       mleaf->firstleafsurface = ?;
-               }
-               // push combinedsupercontents up to the parent
-               if (mnodeparent)
-                       mnodeparent->combinedsupercontents |= mleaf->combinedsupercontents;
-       }
-}
-#endif
-
-void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
-{
-#ifdef OBJWORKS
-       const char *textbase = (char *)buffer, *text = textbase;
-       char *s;
-       char *argv[512];
-       char line[1024];
-       char materialname[MAX_QPATH];
-       int j, index1, index2, index3, first, prev, index;
-       int argc;
-       int linelen;
-       int numtriangles = 0;
-       int maxtriangles = 131072;
-       objtriangle_t *triangles = Mem_Alloc(tempmempool, maxtriangles * sizeof(*triangles));
-       int linenumber = 0;
-       int maxtextures = 256, numtextures = 0, textureindex = 0;
-       int maxv = 1024, numv = 0;
-       int maxvt = 1024, numvt = 0;
-       int maxvn = 1024, numvn = 0;
-       char **texturenames;
-       float *v = Mem_Alloc(tempmempool, maxv * sizeof(float[3]));
-       float *vt = Mem_Alloc(tempmempool, maxvt * sizeof(float[2]));
-       float *vn = Mem_Alloc(tempmempool, maxvn * sizeof(float[3]));
-       objvertex_t vfirst, vprev, vcurrent;
-       float mins[3];
-       float maxs[3];
-#if 0
-       int hashindex;
-       int maxverthash = 65536, numverthash = 0;
-       int numhashindex = 65536;
-       struct objverthash_s
-       {
-               struct objverthash_s *next;
-               int s;
-               int v;
-               int vt;
-               int vn;
-       }
-       *hash, **verthash = Mem_Alloc(tempmempool, numhashindex * sizeof(*verthash)), *verthashdata = Mem_Alloc(tempmempool, maxverthash * sizeof(*verthashdata)), *oldverthashdata;
-#endif
-
-       dpsnprintf(materialname, sizeof(materialname), "%s", loadmodel->name);
-
-       loadmodel->modeldatatypestring = "OBJ";
-
-       loadmodel->type = mod_obj;
-       loadmodel->soundfromcenter = true;
-       loadmodel->TraceBox = Mod_OBJ_TraceBox;
-       loadmodel->TraceLine = Mod_OBJ_TraceLine;
-       loadmodel->TracePoint = Mod_OBJ_TracePoint;
-       loadmodel->PointSuperContents = Mod_OBJ_PointSuperContents;
-       loadmodel->TraceLineAgainstSurfaces = Mod_OBJ_TraceLineAgainstSurfaces;
-       loadmodel->brush.TraceLineOfSight = Mod_OBJ_TraceLineOfSight;
-       loadmodel->brush.SuperContentsFromNativeContents = Mod_OBJ_SuperContentsFromNativeContents;
-       loadmodel->brush.NativeContentsFromSuperContents = Mod_OBJ_NativeContentsFromSuperContents;
-       loadmodel->brush.GetPVS = Mod_OBJ_GetPVS;
-       loadmodel->brush.FatPVS = Mod_OBJ_FatPVS;
-       loadmodel->brush.BoxTouchingPVS = Mod_OBJ_BoxTouchingPVS;
-       loadmodel->brush.BoxTouchingLeafPVS = Mod_OBJ_BoxTouchingLeafPVS;
-       loadmodel->brush.BoxTouchingVisibleLeafs = Mod_OBJ_BoxTouchingVisibleLeafs;
-       loadmodel->brush.FindBoxClusters = Mod_OBJ_FindBoxClusters;
-       loadmodel->brush.LightPoint = Mod_OBJ_LightPoint;
-       loadmodel->brush.FindNonSolidLocation = Mod_OBJ_FindNonSolidLocation;
-       loadmodel->brush.AmbientSoundLevelsForPoint = NULL;
-       loadmodel->brush.RoundUpToHullSize = NULL;
-       loadmodel->brush.PointInLeaf = Mod_OBJ_PointInLeaf;
-       loadmodel->Draw = R_Q1BSP_Draw;
-       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
-       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
-       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
-       loadmodel->GetLightInfo = R_Q1BSP_GetLightInfo;
-       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
-       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
-       loadmodel->DrawLight = R_Q1BSP_DrawLight;
-
-       VectorClear(mins);
-       VectorClear(maxs);
-
-       // parse the OBJ text now
-       for(;;)
-       {
-               if (!*text)
-                       break;
-               linenumber++;
-               linelen = 0;
-               for (linelen = 0;text[linelen] && text[linelen] != '\r' && text[linelen] != '\n';linelen++)
-                       line[linelen] = text[linelen];
-               line[linelen] = 0;
-               for (argc = 0;argc < (int)(sizeof(argv)/sizeof(argv[0]));argc++)
-                       argv[argc] = "";
-               argc = 0;
-               s = line;
-               while (*s == ' ' || *s == '\t')
-                       s++;
-               while (*s)
-               {
-                       argv[argc++] = s;
-                       while (*s > ' ')
-                               s++;
-                       if (!*s)
-                               break;
-                       *s++ = 0;
-                       while (*s == ' ' || *s == '\t')
-                               s++;
-               }
-               if (!argc)
-                       continue;
-               if (argv[0][0] == '#')
-                       continue;
-               if (!strcmp(argv[0], "v"))
-               {
-                       if (maxv <= numv)
-                       {
-                               float *oldv = v;
-                               maxv *= 2;
-                               v = Mem_Alloc(tempmempool, maxv * sizeof(float[3]));
-                               if (oldv)
-                               {
-                                       memcpy(v, oldv, numv * sizeof(float[3]));
-                                       Mem_Free(oldv);
-                               }
-                       }
-                       v[numv*3+0] = atof(argv[1]);
-                       v[numv*3+1] = atof(argv[2]);
-                       v[numv*3+2] = atof(argv[3]);
-                       numv++;
-               }
-               else if (!strcmp(argv[0], "vt"))
-               {
-                       if (maxvt <= numvt)
-                       {
-                               float *oldvt = vt;
-                               maxvt *= 2;
-                               vt = Mem_Alloc(tempmempool, maxvt * sizeof(float[2]));
-                               if (oldvt)
-                               {
-                                       memcpy(vt, oldvt, numvt * sizeof(float[2]));
-                                       Mem_Free(oldvt);
-                               }
-                       }
-                       vt[numvt*2+0] = atof(argv[1]);
-                       vt[numvt*2+1] = atof(argv[2]);
-                       numvt++;
-               }
-               else if (!strcmp(argv[0], "vn"))
-               {
-                       if (maxvn <= numvn)
-                       {
-                               float *oldvn = vn;
-                               maxvn *= 2;
-                               vn = Mem_Alloc(tempmempool, maxvn * sizeof(float[3]));
-                               if (oldvn)
-                               {
-                                       memcpy(vn, oldvn, numvn * sizeof(float[3]));
-                                       Mem_Free(oldvn);
-                               }
-                       }
-                       vn[numvn*3+0] = atof(argv[1]);
-                       vn[numvn*3+1] = atof(argv[2]);
-                       vn[numvn*3+2] = atof(argv[3]);
-                       numvn++;
-               }
-               else if (!strcmp(argv[0], "f"))
-               {
-                       for (j = 1;j < argc;j++)
-                       {
-                               index1 = atoi(argv[j]);
-                               while(argv[j][0] && argv[j][0] != '/')
-                                       argv[j]++;
-                               if (argv[j][0])
-                                       argv[j]++;
-                               index2 = atoi(argv[j]);
-                               while(argv[j][0] && argv[j][0] != '/')
-                                       argv[j]++;
-                               if (argv[j][0])
-                                       argv[j]++;
-                               index3 = atoi(argv[j]);
-                               // negative refers to a recent vertex
-                               // zero means not specified
-                               // positive means an absolute vertex index
-                               if (index1 < 0)
-                                       index1 = numv - index1;
-                               if (index2 < 0)
-                                       index2 = numvt - index2;
-                               if (index3 < 0)
-                                       index3 = numvn - index3;
-                               VectorCopy(v + 3*index1, vcurrent.v);
-                               Vector2Copy(vt + 2*index2, vcurrent.vt);
-                               VectorCopy(vn + 3*index3, vcurrent.vn);
-                               if (numtriangles == 0)
-                               {
-                                       VectorCopy(vcurrent.v, mins);
-                                       VectorCopy(vcurrent.v, maxs);
-                               }
-                               else
-                               {
-                                       mins[0] = min(mins[0], vcurrent.v[0]);
-                                       mins[1] = min(mins[1], vcurrent.v[1]);
-                                       mins[2] = min(mins[2], vcurrent.v[2]);
-                                       maxs[0] = max(maxs[0], vcurrent.v[0]);
-                                       maxs[1] = max(maxs[1], vcurrent.v[1]);
-                                       maxs[2] = max(maxs[2], vcurrent.v[2]);
-                               }
-                               if (j == 1)
-                                       vfirst = vcurrent;
-                               else if (j >= 3)
-                               {
-                                       if (maxtriangles <= numtriangles)
-                                       {
-                                               objtriangle_t *oldtriangles = triangles;
-                                               maxtriangles *= 2;
-                                               triangles = Mem_Alloc(tempmempool, maxtriangles * sizeof(*triangles));
-                                               if (oldtriangles)
-                                               {
-                                                       memcpy(triangles, oldtriangles, maxtriangles * sizeof(*triangles));
-                                                       Mem_Free(oldtriangles);
-                                               }
-                                       }
-                                       triangles[numtriangles].textureindex = textureindex;
-                                       triangles[numtriangles].vertex[0] = vfirst;
-                                       triangles[numtriangles].vertex[1] = vprev;
-                                       triangles[numtriangles].vertex[2] = vcurrent;
-                                       numtriangles++;
-                               }
-                               vprev = vcurrent;
-                               prev = index;
-                       }
-               }
-               else if (!strcmp(argv[0], "o") || !strcmp(argv[0], "g"))
-                       ;
-               else if (!!strcmp(argv[0], "usemtl"))
-               {
-                       for (i = 0;i < numtextures;i++)
-                               if (!strcmp(texturenames[numtextures], argv[1]))
-                                       break;
-                       if (i < numtextures)
-                               texture = textures + i;
-                       else
-                       {
-                               if (maxtextures <= numtextures)
-                               {
-                                       texture_t *oldtextures = textures;
-                                       maxtextures *= 2;
-                                       textures = Mem_Alloc(tempmempool, maxtextures * sizeof(*textures));
-                                       if (oldtextures)
-                                       {
-                                               memcpy(textures, oldtextures, numtextures * sizeof(*textures));
-                                               Mem_Free(oldtextures);
-                                       }
-                               }
-                               textureindex = numtextures++;
-                               texturenames[textureindex] = Mem_Alloc(tempmempool, strlen(argv[1]) + 1);
-                               memcpy(texturenames[textureindex], argv[1], strlen(argv[1]) + 1);
-                       }
-               }
-               text += linelen;
-               if (*text == '\r')
-                       text++;
-               if (*text == '\n')
-                       text++;
-       }
-
-       // now that we have the OBJ data loaded as-is, we can convert it
-
-       // load the textures
-       loadmodel->num_textures = numtextures;
-       loadmodel->data_textures = Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
-       for (i = 0;i < numtextures;i++)
-               Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i, texturenames[i], true, true, TEXF_MIPMAP | TEXF_ALPHA | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS);
-
-       // free the texturenames array since we are now done with it
-       for (i = 0;i < numtextures;i++)
-       {
-               Mem_Free(texturenames[i]);
-               texturenames[i] = NULL;
-       }
-       Mem_Free(texturenames);
-       texturenames = NULL;
-
-       // copy the model bounds, then enlarge the yaw and rotated bounds according to radius
-       VectorCopy(mins, loadmodel->normalmins);
-       VectorCopy(maxs, loadmodel->normalmaxs);
-       dist = max(fabs(loadmodel->normalmins[0]), fabs(loadmodel->normalmaxs[0]));
-       modelyawradius = max(fabs(loadmodel->normalmins[1]), fabs(loadmodel->normalmaxs[1]));
-       modelyawradius = dist*dist+modelyawradius*modelyawradius;
-       modelradius = max(fabs(loadmodel->normalmins[2]), fabs(loadmodel->normalmaxs[2]));
-       modelradius = modelyawradius + modelradius * modelradius;
-       modelyawradius = sqrt(modelyawradius);
-       modelradius = sqrt(modelradius);
-       loadmodel->yawmins[0] = loadmodel->yawmins[1] = -modelyawradius;
-       loadmodel->yawmins[2] = loadmodel->normalmins[2];
-       loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] =  modelyawradius;
-       loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
-       loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -modelradius;
-       loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] =  modelradius;
-       loadmodel->radius = modelradius;
-       loadmodel->radius2 = modelradius * modelradius;
-
-       // make sure the temp triangle buffer is big enough for BSP building
-       maxclippedtriangles = numtriangles*4;
-       if (numtriangles > 0)
-       {
-               clippedfronttriangles = Mem_Alloc(loadmodel->mempool, maxclippedtriangles * 2 * sizeof(objtriangle_t));
-               clippedbacktriangles = clippedfronttriangles + maxclippedtriangles;
-       }
-
-       // generate a rough BSP tree from triangle data, we don't have to be too careful here, it only has to define the basic areas of the map
-       loadmodel->brush.num_leafs = 0;
-       loadmodel->brush.num_nodes = 0;
-       Mem_ExpandableArray_NewArray(&nodesarray, loadmodel->mempool, sizeof(objnode_t), 1024);
-       rootnode = Mod_OBJ_BSPNodeForTriangles(triangles, numtriangles, mins, maxs, &nodesarray, maxclippedtriangles, clippedfronttriangles, clippedbacktriangles);
-
-       // convert the BSP tree to mnode_t and mleaf_t structures and convert the triangles to msurface_t...
-       loadmodel->brush.data_leafs = Mem_Alloc(loadmodel->mempool, loadmodel->brush.num_leafs * sizeof(mleaf_t));
-       loadmodel->brush.data_nodes = Mem_Alloc(loadmodel->mempool, loadmodel->brush.num_nodes * sizeof(mnode_t));
-       loadmodel->brush.data_planes = Mem_Alloc(loadmodel->mempool, loadmodel->brush.num_nodes * sizeof(mplane_t));
-       loadmodel->brush.num_leafs = 0;
-       loadmodel->brush.num_nodes = 0;
-       loadmodel->brush.num_planes = 0;
-       Mod_OBJ_ConvertAndFreeBSPNode(rootnode);
-
-       if (clippedfronttriangles)
-               Mem_Free(clippedfronttriangles);
-       maxclippedtriangles = 0;
-       clippedfronttriangles = NULL;
-       clippedbacktriangles = NULL;
-
---- NOTHING DONE PAST THIS POINT ---
-
-       loadmodel->numskins = LittleLong(pinmodel->num_skins);
-       numxyz = LittleLong(pinmodel->num_xyz);
-       numst = LittleLong(pinmodel->num_st);
-       loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris);
-       loadmodel->numframes = LittleLong(pinmodel->num_frames);
-       loadmodel->surfmesh.num_morphframes = loadmodel->numframes;
-       loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
-       skinwidth = LittleLong(pinmodel->skinwidth);
-       skinheight = LittleLong(pinmodel->skinheight);
-       iskinwidth = 1.0f / skinwidth;
-       iskinheight = 1.0f / skinheight;
-
-       loadmodel->num_surfaces = 1;
-       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolume.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0));
-       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
-       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
-       loadmodel->sortedmodelsurfaces[0] = 0;
-       loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
-       loadmodel->surfmesh.data_morphmd2framesize6f = (float *)data;data += loadmodel->numframes * sizeof(float[6]);
-       loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-
-       loadmodel->synctype = ST_RAND;
-
-       // load the skins
-       inskin = (char *)(base + LittleLong(pinmodel->ofs_skins));
-       skinfiles = Mod_LoadSkinFiles();
-       if (skinfiles)
-       {
-               loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
-               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-               loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
-               Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures, skinfiles, "default", "");
-               Mod_FreeSkinFiles(skinfiles);
-       }
-       else if (loadmodel->numskins)
-       {
-               // skins found (most likely not a player model)
-               loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
-               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-               loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
-               for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
-                       Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
-       }
-       else
-       {
-               // no skins (most likely a player model)
-               loadmodel->numskins = 1;
-               loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
-               loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-               loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
-               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures, NULL);
-       }
-
-       loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
-       for (i = 0;i < loadmodel->numskins;i++)
-       {
-               loadmodel->skinscenes[i].firstframe = i;
-               loadmodel->skinscenes[i].framecount = 1;
-               loadmodel->skinscenes[i].loop = true;
-               loadmodel->skinscenes[i].framerate = 10;
-       }
-
-       // load the triangles and stvert data
-       inst = (unsigned short *)(base + LittleLong(pinmodel->ofs_st));
-       intri = (md2triangle_t *)(base + LittleLong(pinmodel->ofs_tris));
-       md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 65536 * sizeof(hash));
-       md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->surfmesh.num_triangles * 3 * sizeof(*hash));
-       // swap the triangle list
-       loadmodel->surfmesh.num_vertices = 0;
-       for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
-       {
-               for (j = 0;j < 3;j++)
-               {
-                       xyz = (unsigned short) LittleShort (intri[i].index_xyz[j]);
-                       st = (unsigned short) LittleShort (intri[i].index_st[j]);
-                       if (xyz >= numxyz)
-                       {
-                               Con_Printf("%s has an invalid xyz index (%i) on triangle %i, resetting to 0\n", loadmodel->name, xyz, i);
-                               xyz = 0;
-                       }
-                       if (st >= numst)
-                       {
-                               Con_Printf("%s has an invalid st index (%i) on triangle %i, resetting to 0\n", loadmodel->name, st, i);
-                               st = 0;
-                       }
-                       hashindex = (xyz * 256 + st) & 65535;
-                       for (hash = md2verthash[hashindex];hash;hash = hash->next)
-                               if (hash->xyz == xyz && hash->st == st)
-                                       break;
-                       if (hash == NULL)
-                       {
-                               hash = md2verthashdata + loadmodel->surfmesh.num_vertices++;
-                               hash->xyz = xyz;
-                               hash->st = st;
-                               hash->next = md2verthash[hashindex];
-                               md2verthash[hashindex] = hash;
-                       }
-                       loadmodel->surfmesh.data_element3i[i*3+j] = (hash - md2verthashdata);
-               }
-       }
-
-       vertremap = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(int));
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t));
-       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
-       loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)data;data += loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t);
-       for (i = 0;i < loadmodel->surfmesh.num_vertices;i++)
-       {
-               int sts, stt;
-               hash = md2verthashdata + i;
-               vertremap[i] = hash->xyz;
-               sts = LittleShort(inst[hash->st*2+0]);
-               stt = LittleShort(inst[hash->st*2+1]);
-               if (sts < 0 || sts >= skinwidth || stt < 0 || stt >= skinheight)
-               {
-                       Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, sts, stt, i);
-                       sts = 0;
-                       stt = 0;
-               }
-               loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = sts * iskinwidth;
-               loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = stt * iskinheight;
-       }
-
-       Mem_Free(md2verthash);
-       Mem_Free(md2verthashdata);
-
-       // generate ushort elements array if possible
-       if (loadmodel->surfmesh.num_vertices <= 65536)
-               loadmodel->surfmesh.data_element3s = (unsigned short *)Mem_Alloc(loadmodel->mempool, sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles);
-
-       // load the frames
-       datapointer = (base + LittleLong(pinmodel->ofs_frames));
-       for (i = 0;i < loadmodel->surfmesh.num_morphframes;i++)
-       {
-               int k;
-               trivertx_t *v;
-               trivertx_t *out;
-               pinframe = (md2frame_t *)datapointer;
-               datapointer += sizeof(md2frame_t);
-               // store the frame scale/translate into the appropriate array
-               for (j = 0;j < 3;j++)
-               {
-                       loadmodel->surfmesh.data_morphmd2framesize6f[i*6+j] = LittleFloat(pinframe->scale[j]);
-                       loadmodel->surfmesh.data_morphmd2framesize6f[i*6+3+j] = LittleFloat(pinframe->translate[j]);
-               }
-               // convert the vertices
-               v = (trivertx_t *)datapointer;
-               out = loadmodel->surfmesh.data_morphmdlvertex + i * loadmodel->surfmesh.num_vertices;
-               for (k = 0;k < loadmodel->surfmesh.num_vertices;k++)
-                       out[k] = v[vertremap[k]];
-               datapointer += numxyz * sizeof(trivertx_t);
-
-               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;
-               loadmodel->animscenes[i].loop = true;
-       }
-
-       Mem_Free(vertremap);
-
-       Mod_MakeSortedSurfaces(loadmodel);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
-       Mod_Alias_CalculateBoundingBox();
-       Mod_Alias_MorphMesh_CompileFrames();
-
-       surface = loadmodel->data_surfaces;
-       surface->texture = loadmodel->data_textures;
-       surface->num_firsttriangle = 0;
-       surface->num_triangles = loadmodel->surfmesh.num_triangles;
-       surface->num_firstvertex = 0;
-       surface->num_vertices = loadmodel->surfmesh.num_vertices;
-
-       loadmodel->surfmesh.isanimated = false;
-
-       if (loadmodel->surfmesh.data_element3s)
-               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
-                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
-#endif
-}
-#endif // !OBJASMODEL
-
 qboolean Mod_CanSeeBox_Trace(int numsamples, float t, dp_model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX)
 {
        // we already have done PVS culling at this point...