]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
fixed lightmap merging bugs and added a special simplified case for
[xonotic/darkplaces.git] / model_brush.c
index 7bf40f5237aaef6288e52bdb6e09cc1828f3b3dd..3461fabff56b9385a84a65b2e67995ae7fd69708 100644 (file)
@@ -31,6 +31,7 @@ cvar_t halflifebsp = {0, "halflifebsp", "0", "indicates the current map is hlbsp
 cvar_t mcbsp = {0, "mcbsp", "0", "indicates the current map is mcbsp format (useful to know because of different bounding box sizes)"};
 cvar_t r_novis = {0, "r_novis", "0", "draws whole level, see also sv_cullentities_pvs 0"};
 cvar_t r_lightmaprgba = {0, "r_lightmaprgba", "1", "whether to use RGBA (32bit) or RGB (24bit) lightmaps"};
+cvar_t r_picmipworld = {CVAR_SAVE, "r_picmipworld", "1", "whether gl_picmip shall apply to world textures too"};
 cvar_t r_nosurftextures = {0, "r_nosurftextures", "0", "pretends there was no texture lump found in the q1bsp/hlbsp loading (useful for debugging this rare case)"};
 cvar_t r_subdivisions_tolerance = {0, "r_subdivisions_tolerance", "4", "maximum error tolerance on curve subdivision for rendering purposes (in other words, the curves will be given as many polygons as necessary to represent curves at this quality)"};
 cvar_t r_subdivisions_mintess = {0, "r_subdivisions_mintess", "1", "minimum number of subdivisions (values above 1 will smooth curves that don't need it)"};
@@ -58,6 +59,7 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&mcbsp);
        Cvar_RegisterVariable(&r_novis);
        Cvar_RegisterVariable(&r_lightmaprgba);
+       Cvar_RegisterVariable(&r_picmipworld);
        Cvar_RegisterVariable(&r_nosurftextures);
        Cvar_RegisterVariable(&r_subdivisions_tolerance);
        Cvar_RegisterVariable(&r_subdivisions_mintess);
@@ -1193,9 +1195,17 @@ middle sample (the one which was requested)
 
 void Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
-       Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
        // pretend lighting is coming down from above (due to lack of a lightgrid to know primary lighting direction)
        VectorSet(diffusenormal, 0, 0, 1);
+
+       if (!model->brushq1.lightdata)
+       {
+               VectorSet(ambientcolor, 1, 1, 1);
+               VectorSet(diffusecolor, 0, 0, 0);
+               return;
+       }
+
+       Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
 }
 
 static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char *inend, unsigned char *out, unsigned char *outend)
@@ -1244,6 +1254,10 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
        int i, j;
        unsigned solidpixels[128*128], alphapixels[128*128];
 
+       // allocate a texture pool if we need it
+       if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+               loadmodel->texturepool = R_AllocTexturePool();
+
        // if sky isn't the right size, just use it as a solid layer
        if (width != 256 || height != 128)
        {
@@ -1306,6 +1320,7 @@ void R_Q1BSP_LoadSplitSky (unsigned char *src, int width, int height, int bytesp
 static void Mod_Q1BSP_LoadTextures(lump_t *l)
 {
        int i, j, k, num, max, altmax, mtwidth, mtheight, *dofs, incomplete;
+       skinframe_t *skinframe;
        miptex_t *dmiptex;
        texture_t *tx, *tx2, *anims[10], *altanims[10];
        dmiptexlump_t *m;
@@ -1321,27 +1336,35 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                m = (dmiptexlump_t *)(mod_base + l->fileofs);
                m->nummiptex = LittleLong (m->nummiptex);
                loadmodel->num_textures = m->nummiptex + 2;
+               loadmodel->num_texturesperskin = loadmodel->num_textures;
        }
        else
        {
                m = NULL;
                loadmodel->num_textures = 2;
+               loadmodel->num_texturesperskin = loadmodel->num_textures;
        }
 
        loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_textures * sizeof(texture_t));
 
        // fill out all slots with notexture
+       if (cls.state != ca_dedicated)
+               skinframe = R_SkinFrame_LoadMissing();
+       else
+               skinframe = NULL;
        for (i = 0, tx = loadmodel->data_textures;i < loadmodel->num_textures;i++, tx++)
        {
                strlcpy(tx->name, "NO TEXTURE FOUND", sizeof(tx->name));
                tx->width = 16;
                tx->height = 16;
-               tx->numskinframes = 1;
-               tx->skinframerate = 1;
-               tx->currentskinframe = tx->skinframes;
-               tx->skinframes[0].base = r_texture_notexture;
-               tx->backgroundcurrentskinframe = tx->backgroundskinframes;
-               tx->basematerialflags = 0;
+               if (cls.state != ca_dedicated)
+               {
+                       tx->numskinframes = 1;
+                       tx->skinframerate = 1;
+                       tx->skinframes[0] = skinframe;
+                       tx->currentskinframe = tx->skinframes[0];
+                       tx->basematerialflags = 0;
+               }
                if (i == loadmodel->num_textures - 1)
                {
                        tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
@@ -1414,6 +1437,35 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        Con_Printf("warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, tx->name);
                }
 
+               if (tx->name[0] == '*')
+               {
+                       if (!strncmp(tx->name, "*lava", 5))
+                       {
+                               tx->supercontents = mod_q1bsp_texture_lava.supercontents;
+                               tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
+                       }
+                       else if (!strncmp(tx->name, "*slime", 6))
+                       {
+                               tx->supercontents = mod_q1bsp_texture_slime.supercontents;
+                               tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+                       }
+                       else
+                       {
+                               tx->supercontents = mod_q1bsp_texture_water.supercontents;
+                               tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
+                       }
+               }
+               else if (!strncmp(tx->name, "sky", 3))
+               {
+                       tx->supercontents = mod_q1bsp_texture_sky.supercontents;
+                       tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
+               }
+               else
+               {
+                       tx->supercontents = mod_q1bsp_texture_solid.supercontents;
+                       tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
+               }
+
                if (cls.state != ca_dedicated)
                {
                        // LordHavoc: HL sky textures are entirely different than quake
@@ -1433,8 +1485,10 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        }
                        else
                        {
-                               if (!Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true)
-                                && !Mod_LoadSkinFrame(&tx->skinframes[0], gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
+                               skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s/%s", mapname, tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false);
+                               if (!skinframe)
+                                       skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va("textures/%s", tx->name), TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false);
+                               if (!skinframe)
                                {
                                        // did not find external texture, load it from the bsp or wad3
                                        if (loadmodel->brush.ishlbsp)
@@ -1450,66 +1504,40 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                                {
                                                        tx->width = image_width;
                                                        tx->height = image_height;
-                                                       Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, false, pixels, image_width, image_height, 32, NULL, NULL);
+                                                       skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, false, pixels, image_width, image_height, 32, NULL, NULL);
                                                }
                                                if (freepixels)
                                                        Mem_Free(freepixels);
                                        }
                                        else if (mtdata) // texture included
-                                               Mod_LoadSkinFrame_Internal(&tx->skinframes[0], tx->name, TEXF_MIPMAP | TEXF_PRECACHE | TEXF_PICMIP, false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
+                                               skinframe = R_SkinFrame_LoadInternal(tx->name, TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height, 8, NULL, NULL);
                                }
+                               // if skinframe is still NULL the "missing" texture will be used
+                               if (skinframe)
+                                       tx->skinframes[0] = skinframe;
                        }
-                       if (tx->skinframes[0].base == NULL)
-                       {
-                               // no texture found
-                               tx->width = 16;
-                               tx->height = 16;
-                               tx->skinframes[0].base = r_texture_notexture;
-                       }
-               }
 
-               tx->basematerialflags = 0;
-               if (tx->name[0] == '*')
-               {
-                       // LordHavoc: some turbulent textures should not be affected by wateralpha
-                       if (strncmp(tx->name,"*lava",5)
-                        && strncmp(tx->name,"*teleport",9)
-                        && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
-                               tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-                       if (!strncmp(tx->name, "*lava", 5))
-                       {
-                               tx->supercontents = mod_q1bsp_texture_lava.supercontents;
-                               tx->surfaceflags = mod_q1bsp_texture_lava.surfaceflags;
-                       }
-                       else if (!strncmp(tx->name, "*slime", 6))
+                       tx->basematerialflags = 0;
+                       if (tx->name[0] == '*')
                        {
-                               tx->supercontents = mod_q1bsp_texture_slime.supercontents;
-                               tx->surfaceflags = mod_q1bsp_texture_slime.surfaceflags;
+                               // LordHavoc: some turbulent textures should not be affected by wateralpha
+                               if (strncmp(tx->name,"*lava",5)
+                                && strncmp(tx->name,"*teleport",9)
+                                && strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
+                                       tx->basematerialflags |= MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+                               tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
                        }
+                       else if (!strncmp(tx->name, "sky", 3))
+                               tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        else
-                       {
-                               tx->supercontents = mod_q1bsp_texture_water.supercontents;
-                               tx->surfaceflags = mod_q1bsp_texture_water.surfaceflags;
-                       }
-                       tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_NOSHADOW;
-               }
-               else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
-               {
-                       tx->supercontents = mod_q1bsp_texture_sky.supercontents;
-                       tx->surfaceflags = mod_q1bsp_texture_sky.surfaceflags;
-                       tx->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
-               }
-               else
-               {
-                       tx->supercontents = mod_q1bsp_texture_solid.supercontents;
-                       tx->surfaceflags = mod_q1bsp_texture_solid.surfaceflags;
-                       tx->basematerialflags |= MATERIALFLAG_WALL;
-               }
-               if (tx->skinframes[0].fog)
-                       tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                               tx->basematerialflags |= MATERIALFLAG_WALL;
+                       if (tx->skinframes[0] && tx->skinframes[0]->fog)
+                               tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
 
-               // start out with no animation
-               tx->currentframe = tx;
+                       // start out with no animation
+                       tx->currentframe = tx;
+                       tx->currentskinframe = tx->skinframes[0];
+               }
        }
 
        // sequence the animations
@@ -1720,13 +1748,13 @@ static void Mod_Q1BSP_ParseWadsFromEntityLump(const char *data)
        int i, j, k;
        if (!data)
                return;
-       if (!COM_ParseTokenConsole(&data))
+       if (!COM_ParseToken_Simple(&data, false))
                return; // error
        if (com_token[0] != '{')
                return; // error
        while (1)
        {
-               if (!COM_ParseTokenConsole(&data))
+               if (!COM_ParseToken_Simple(&data, false))
                        return; // error
                if (com_token[0] == '}')
                        break; // end of worldspawn
@@ -1736,7 +1764,7 @@ static void Mod_Q1BSP_ParseWadsFromEntityLump(const char *data)
                        strlcpy(key, com_token, sizeof(key));
                while (key[strlen(key)-1] == ' ') // remove trailing spaces
                        key[strlen(key)-1] = 0;
-               if (!COM_ParseTokenConsole(&data))
+               if (!COM_ParseToken_Simple(&data, false))
                        return; // error
                dpsnprintf(value, sizeof(value), "%s", com_token);
                if (!strcmp("wad", key)) // for HalfLife maps
@@ -2291,6 +2319,9 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                        // find a place for this lightmap
                        if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(lightmap_lineused, LIGHTMAPSIZE, LIGHTMAPSIZE, ssize, tsize, &lightmapx, &lightmapy))
                        {
+                               // allocate a texture pool if we need it
+                               if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+                                       loadmodel->texturepool = R_AllocTexturePool();
                                // could not find room, make a new lightmap
                                lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%i", lightmapnumber), LIGHTMAPSIZE, LIGHTMAPSIZE, NULL, loadmodel->brushq1.lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
                                if (loadmodel->brushq1.nmaplightdata)
@@ -2629,12 +2660,12 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
        if (!maptext)
                return;
        text = maptext;
-       if (!COM_ParseTokenConsole(&data))
+       if (!COM_ParseToken_Simple(&data, false))
                return; // error
        submodel = 0;
        for (;;)
        {
-               if (!COM_ParseTokenConsole(&data))
+               if (!COM_ParseToken_Simple(&data, false))
                        break;
                if (com_token[0] != '{')
                        return; // error
@@ -2645,7 +2676,7 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
                brushes = Mem_Alloc(loadmodel->mempool, maxbrushes * sizeof(mbrush_t));
                for (;;)
                {
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                return; // error
                        if (com_token[0] == '}')
                                break; // end of entity
@@ -2669,7 +2700,7 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
                                }
                                for (;;)
                                {
-                                       if (!COM_ParseTokenConsole(&data))
+                                       if (!COM_ParseToken_Simple(&data, false))
                                                return; // error
                                        if (com_token[0] == '}')
                                                break; // end of brush
@@ -2678,25 +2709,25 @@ static void Mod_Q1BSP_LoadMapBrushes(void)
                                        // FIXME: support hl .map format
                                        for (pointnum = 0;pointnum < 3;pointnum++)
                                        {
-                                               COM_ParseTokenConsole(&data);
+                                               COM_ParseToken_Simple(&data, false);
                                                for (componentnum = 0;componentnum < 3;componentnum++)
                                                {
-                                                       COM_ParseTokenConsole(&data);
+                                                       COM_ParseToken_Simple(&data, false);
                                                        point[pointnum][componentnum] = atof(com_token);
                                                }
-                                               COM_ParseTokenConsole(&data);
+                                               COM_ParseToken_Simple(&data, false);
                                        }
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        strlcpy(facetexture, com_token, sizeof(facetexture));
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //scroll_s = atof(com_token);
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //scroll_t = atof(com_token);
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //rotate = atof(com_token);
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //scale_s = atof(com_token);
-                                       COM_ParseTokenConsole(&data);
+                                       COM_ParseToken_Simple(&data, false);
                                        //scale_t = atof(com_token);
                                        TriangleNormal(point[0], point[1], point[2], planenormal);
                                        VectorNormalizeDouble(planenormal);
@@ -3406,9 +3437,6 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        // check if the map supports transparent water rendering
        loadmodel->brush.supportwateralpha = Mod_Q1BSP_CheckWaterAlphaSupport();
 
-       if (!mod->brushq1.lightdata)
-               mod->brush.LightPoint = NULL;
-
        if (mod->brushq1.data_compressedpvs)
                Mem_Free(mod->brushq1.data_compressedpvs);
        mod->brushq1.data_compressedpvs = NULL;
@@ -3432,7 +3460,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
        for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
                Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
-       loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
+       loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
        Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
 
        if (loadmodel->brush.numsubmodels)
@@ -3510,6 +3538,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
                // this gets altered below if sky is used
                mod->DrawSky = NULL;
                mod->Draw = R_Q1BSP_Draw;
+               mod->DrawDepth = R_Q1BSP_DrawDepth;
                mod->GetLightInfo = R_Q1BSP_GetLightInfo;
                mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
                mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
@@ -4041,11 +4070,11 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
        memcpy(loadmodel->brush.entities, mod_base + l->fileofs, l->filelen);
        data = loadmodel->brush.entities;
        // some Q3 maps override the lightgrid_cellsize with a worldspawn key
-       if (data && COM_ParseTokenConsole(&data) && com_token[0] == '{')
+       if (data && COM_ParseToken_Simple(&data, false) && com_token[0] == '{')
        {
                while (1)
                {
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                break; // error
                        if (com_token[0] == '}')
                                break; // end of worldspawn
@@ -4055,7 +4084,7 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
                                strlcpy(key, com_token, sizeof(key));
                        while (key[strlen(key)-1] == ' ') // remove trailing spaces
                                key[strlen(key)-1] = 0;
-                       if (!COM_ParseTokenConsole(&data))
+                       if (!COM_ParseToken_Simple(&data, false))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
                        if (!strcmp("gridsize", key))
@@ -4122,7 +4151,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
                if (!f)
                        continue;
-               while (COM_ParseToken(&text, false))
+               while (COM_ParseToken_QuakeC(&text, false))
                {
                        if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
                        {
@@ -4132,12 +4161,12 @@ static void Mod_Q3BSP_LoadShaders(void)
                        shader = q3shaders_shaders + q3shaders_numshaders++;
                        memset(shader, 0, sizeof(*shader));
                        strlcpy(shader->name, com_token, sizeof(shader->name));
-                       if (!COM_ParseToken(&text, false) || strcasecmp(com_token, "{"))
+                       if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
                        {
                                Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
                                break;
                        }
-                       while (COM_ParseToken(&text, false))
+                       while (COM_ParseToken_QuakeC(&text, false))
                        {
                                if (!strcasecmp(com_token, "}"))
                                        break;
@@ -4153,7 +4182,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                                        }
                                        else
                                                layer = NULL;
-                                       while (COM_ParseToken(&text, false))
+                                       while (COM_ParseToken_QuakeC(&text, false))
                                        {
                                                if (!strcasecmp(com_token, "}"))
                                                        break;
@@ -4169,7 +4198,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                                                                strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                                numparameters = j + 1;
                                                        }
-                                                       if (!COM_ParseToken(&text, true))
+                                                       if (!COM_ParseToken_QuakeC(&text, true))
                                                                break;
                                                }
                                                if (developer.integer >= 100)
@@ -4282,7 +4311,7 @@ static void Mod_Q3BSP_LoadShaders(void)
                                                strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                numparameters = j + 1;
                                        }
-                                       if (!COM_ParseToken(&text, true))
+                                       if (!COM_ParseToken_QuakeC(&text, true))
                                                break;
                                }
                                if (fileindex == 0 && !strcasecmp(com_token, "}"))
@@ -4398,8 +4427,11 @@ static void Mod_Q3BSP_LoadShaders(void)
                        // identify if this is a blended terrain shader or similar
                        if (shader->numlayers)
                        {
+                               shader->backgroundlayer = NULL;
                                shader->primarylayer = shader->layers + 0;
-                               if ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA) || shader->layers[1].alphatest)
+                               if ((shader->layers[0].blendfunc[0] == GL_ONE       && shader->layers[0].blendfunc[1] == GL_ZERO                && !shader->layers[0].alphatest)
+                               && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest)
+                               ||  (shader->layers[1].blendfunc[0] == GL_ONE       && shader->layers[1].blendfunc[1] == GL_ZERO                &&  shader->layers[1].alphatest)))
                                {
                                        // terrain blending or other effects
                                        shader->backgroundlayer = shader->layers + 0;
@@ -4407,7 +4439,10 @@ static void Mod_Q3BSP_LoadShaders(void)
                                }
                                // now see if the lightmap came first, and if so choose the second texture instead
                                if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
+                               {
+                                       shader->backgroundlayer = NULL;
                                        shader->primarylayer = shader->layers + 1;
+                               }
                        }
                }
                Mem_Free(f);
@@ -4437,6 +4472,17 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
 
        loadmodel->data_textures = out;
        loadmodel->num_textures = count;
+       loadmodel->num_texturesperskin = loadmodel->num_textures;
+
+       for (i = 0;i < count;i++)
+       {
+               strlcpy (out[i].name, in[i].name, sizeof (out[i].name));
+               out[i].surfaceflags = LittleLong(in[i].surfaceflags);
+               out[i].supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in[i].contents));
+       }
+
+       if (cls.state == ca_dedicated)
+               return;
 
        // parse the Q3 shader files
        Mod_Q3BSP_LoadShaders();
@@ -4445,9 +4491,6 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
        for (i = 0;i < count;i++, in++, out++)
        {
                q3shaderinfo_t *shader;
-               strlcpy (out->name, in->name, sizeof (out->name));
-               out->surfaceflags = LittleLong(in->surfaceflags);
-               out->supercontents = Mod_Q3BSP_SuperContentsFromNativeContents(loadmodel, LittleLong(in->contents));
                shader = Mod_Q3BSP_LookupShader(out->name);
                if (shader)
                {
@@ -4474,8 +4517,10 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                        else
                                out->basematerialflags |= MATERIALFLAG_WALL;
                        if (shader->layers[0].alphatest)
-                               out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
-                       if (shader->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                               out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
+                       if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               out->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
+                       if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
                                out->basematerialflags |= MATERIALFLAG_NOSHADOW;
                        out->customblendfunc[0] = GL_ONE;
                        out->customblendfunc[1] = GL_ZERO;
@@ -4507,34 +4552,39 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
                                {
                                        if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
-                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                                        else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
-                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                                        else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
-                                               out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                                               out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                                        else
-                                               out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+                                               out->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                                }
                        }
                        if (!shader->lighting)
                                out->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-                       if (shader->primarylayer && cls.state != ca_dedicated)
+                       if (shader->primarylayer)
                        {
                                int j;
                                out->numskinframes = shader->primarylayer->numframes;
                                out->skinframerate = shader->primarylayer->framerate;
                                for (j = 0;j < shader->primarylayer->numframes;j++)
-                                       if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
-                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
+                                       if (!(out->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false)))
+                                               Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
                        }
-                       if (shader->backgroundlayer && cls.state != ca_dedicated)
+                       if (shader->backgroundlayer)
                        {
                                int j;
                                out->backgroundnumskinframes = shader->backgroundlayer->numframes;
                                out->backgroundskinframerate = shader->backgroundlayer->framerate;
                                for (j = 0;j < shader->backgroundlayer->numframes;j++)
-                                       if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
-                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+                               {
+                                       if (!(out->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+                                       {
+                                               Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+                                               out->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
+                                       }
+                               }
                        }
                }
                else if (!strcmp(out->name, "noshader"))
@@ -4558,14 +4608,18 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        //      out->surfaceparms |= Q3SURFACEPARM_NODRAW;
                        //if (R_TextureHasAlpha(out->skinframes[0].base))
                        //      out->surfaceparms |= Q3SURFACEPARM_TRANS;
-                       if (cls.state != ca_dedicated)
-                               if (!Mod_LoadSkinFrame(&out->skinframes[0], out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
-                                       Con_Printf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
+                       out->numskinframes = 1;
+                       if (!(out->skinframes[0] = R_SkinFrame_LoadExternal(out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false)))
+                               Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
                }
                // init the animation variables
                out->currentframe = out;
-               out->currentskinframe = &out->skinframes[0];
-               out->backgroundcurrentskinframe = &out->backgroundskinframes[0];
+               if (out->numskinframes < 1)
+                       out->numskinframes = 1;
+               if (!out->skinframes[0])
+                       out->skinframes[0] = R_SkinFrame_LoadMissing();
+               out->currentskinframe = out->skinframes[0];
+               out->backgroundcurrentskinframe = out->backgroundskinframes[0];
        }
        if (c)
                Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);
@@ -4771,7 +4825,7 @@ static void Mod_Q3BSP_LoadTriangles(lump_t *l)
 static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
 {
        q3dlightmap_t *in;
-       int i, j, count, power, power2, mask, endlightmap;
+       int i, j, count, power, power2, mask, endlightmap, mergewidth, mergeheight;
        unsigned char *c;
 
        if (!l->filelen)
@@ -4782,6 +4836,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
        if (l->filelen % sizeof(*in))
                Host_Error("Mod_Q3BSP_LoadLightmaps: funny lump size in %s",loadmodel->name);
        count = l->filelen / sizeof(*in);
+       loadmodel->brushq3.num_originallightmaps = count;
 
        // now check the surfaces to see if any of them index an odd numbered
        // lightmap, if so this is not a deluxemapped bsp file
@@ -4837,34 +4892,67 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
 
        // figure out what the most reasonable merge power is within limits
        loadmodel->brushq3.num_lightmapmergepower = 0;
-       for (power = 1;power <= mod_q3bsp_lightmapmergepower.integer && (1 << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping);power++)
+       for (power = 1;power <= mod_q3bsp_lightmapmergepower.integer && (128 << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping);power++)
                loadmodel->brushq3.num_lightmapmergepower = power;
        loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
 
-       loadmodel->brushq3.num_lightmaps = ((count >> loadmodel->brushq3.deluxemapping) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
-       loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_lightmaps * sizeof(rtexture_t *));
+       loadmodel->brushq3.num_mergedlightmaps = ((count >> loadmodel->brushq3.deluxemapping) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
+       loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
        if (loadmodel->brushq3.deluxemapping)
-               loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_lightmaps * sizeof(rtexture_t *));
+               loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
 
-       j = 128 << loadmodel->brushq3.num_lightmapmergepower;
-       if (loadmodel->brushq3.data_lightmaps)
-               for (i = 0;i < loadmodel->brushq3.num_lightmaps;i++)
-                       loadmodel->brushq3.data_lightmaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+       // allocate a texture pool if we need it
+       if (loadmodel->texturepool == NULL && cls.state != ca_dedicated)
+               loadmodel->texturepool = R_AllocTexturePool();
 
-       if (loadmodel->brushq3.data_deluxemaps)
-               for (i = 0;i < loadmodel->brushq3.num_lightmaps;i++)
-                       loadmodel->brushq3.data_deluxemaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
-
-       power = loadmodel->brushq3.num_lightmapmergepower;
-       power2 = power * 2;
-       mask = (1 << power) - 1;
-       for (i = 0;i < count;i++)
+       if (loadmodel->brushq3.num_lightmapmergepower > 0 || true)
        {
-               j = i >> loadmodel->brushq3.deluxemapping;
-               if (loadmodel->brushq3.deluxemapping && (i & 1))
-                       R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
-               else
-                       R_UpdateTexture(loadmodel->brushq3.data_lightmaps [j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
+               power = loadmodel->brushq3.num_lightmapmergepower;
+               power2 = power * 2;
+               mask = (1 << power) - 1;
+               for (i = 0;i < count;i++)
+               {
+                       // figure out which merged lightmap texture this fits into
+                       int lightmapindex = i >> (loadmodel->brushq3.deluxemapping + power2);
+                       // if the lightmap has not been allocated yet, create it
+                       if (!loadmodel->brushq3.data_lightmaps[lightmapindex])
+                       {
+                               // create a lightmap only as large as necessary to hold the
+                               // remaining 128x128 blocks
+                               // if there are multiple merged lightmap textures then they will
+                               // all be full size except the last one which may be smaller
+                               // because it only needs to the remaining blocks, and it will often
+                               // be odd sizes like 2048x512 due to only being 25% full or so.
+                               j = (count >> loadmodel->brushq3.deluxemapping) - (lightmapindex << power2);
+                               for (mergewidth = 1;mergewidth < j && mergewidth < (1 << power);mergewidth *= 2)
+                                       ;
+                               for (mergeheight = 1;mergewidth*mergeheight < j && mergeheight < (1 << power);mergeheight *= 2)
+                                       ;
+                               Con_DPrintf("lightmap merge texture #%i is %ix%i (%i of %i used)\n", lightmapindex, mergewidth*128, mergeheight*128, min(j, mergewidth*mergeheight), mergewidth*mergeheight);
+                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                               if (loadmodel->brushq3.data_deluxemaps)
+                                       loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), mergewidth * 128, mergeheight * 128, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                       }
+                       mergewidth = R_TextureWidth(loadmodel->brushq3.data_lightmaps[lightmapindex]) / 128;
+                       mergeheight = R_TextureHeight(loadmodel->brushq3.data_lightmaps[lightmapindex]) / 128;
+                       j = (i >> loadmodel->brushq3.deluxemapping) & ((1 << power2) - 1);
+                       if (loadmodel->brushq3.deluxemapping && (i & 1))
+                               R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[lightmapindex], in[i].rgb, (j % mergewidth) * 128, (j / mergewidth) * 128, 128, 128);
+                       else
+                               R_UpdateTexture(loadmodel->brushq3.data_lightmaps     [lightmapindex], in[i].rgb, (j % mergewidth) * 128, (j / mergewidth) * 128, 128, 128);
+               }
+       }
+       else
+       {
+               for (i = 0;i < count;i++)
+               {
+                       // figure out which merged lightmap texture this fits into
+                       int lightmapindex = i >> loadmodel->brushq3.deluxemapping;
+                       if (loadmodel->brushq3.deluxemapping && (i & 1))
+                               loadmodel->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+                       else
+                               loadmodel->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", lightmapindex), 128, 128, in[i].rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+               }
        }
 }
 
@@ -4873,7 +4961,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        q3dface_t *in, *oldin;
        msurface_t *out, *oldout;
        int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, numvertices, numtriangles;
-       float lightmaptcbase[2], lightmaptcscale;
+       float lightmaptcbase[2], lightmaptcscale[2];
        //int *originalelement3i;
        //int *originalneighbor3i;
        float *originalvertex3f;
@@ -4939,9 +5027,9 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        n = LittleLong(in->lightmapindex);
                        if (n < 0)
                                n = -1;
-                       else if (n >= (loadmodel->brushq3.num_lightmaps << (loadmodel->brushq3.num_lightmapmergepower * 2)))
+                       else if (n >= loadmodel->brushq3.num_originallightmaps)
                        {
-                               Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid lightmapindex %i (%i lightmaps)\n", i, out->texture->name, n, loadmodel->brushq3.num_lightmaps);
+                               Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid lightmapindex %i (%i lightmaps)\n", i, out->texture->name, n, loadmodel->brushq3.num_originallightmaps);
                                n = -1;
                        }
                        else
@@ -5170,18 +5258,22 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                VectorClear(out->maxs);
                if (out->num_vertices)
                {
-                       int lightmapindex = LittleLong(in->lightmapindex);
-                       if (lightmapindex >= 0 && cls.state != ca_dedicated)
+                       if (cls.state != ca_dedicated && out->lightmaptexture)
                        {
-                               lightmapindex >>= loadmodel->brushq3.deluxemapping;
-                               lightmaptcscale = 1.0f / loadmodel->brushq3.num_lightmapmerge;
-                               lightmaptcbase[0] = ((lightmapindex                                             ) & (loadmodel->brushq3.num_lightmapmerge - 1)) * lightmaptcscale;
-                               lightmaptcbase[1] = ((lightmapindex >> loadmodel->brushq3.num_lightmapmergepower) & (loadmodel->brushq3.num_lightmapmerge - 1)) * lightmaptcscale;
+                               // figure out which part of the merged lightmap this fits into
+                               int lightmapindex = LittleLong(in->lightmapindex) >> loadmodel->brushq3.deluxemapping;
+                               int mergewidth = R_TextureWidth(out->lightmaptexture) / 128;
+                               int mergeheight = R_TextureHeight(out->lightmaptexture) / 128;
+                               lightmapindex &= mergewidth * mergeheight - 1;
+                               lightmaptcscale[0] = 1.0f / mergewidth;
+                               lightmaptcscale[1] = 1.0f / mergeheight;
+                               lightmaptcbase[0] = (lightmapindex % mergewidth) * lightmaptcscale[0];
+                               lightmaptcbase[1] = (lightmapindex / mergewidth) * lightmaptcscale[1];
                                // modify the lightmap texcoords to match this region of the merged lightmap
                                for (j = 0, v = loadmodel->surfmesh.data_texcoordlightmap2f + 2 * out->num_firstvertex;j < out->num_vertices;j++, v += 2)
                                {
-                                       v[0] = v[0] * lightmaptcscale + lightmaptcbase[0];
-                                       v[1] = v[1] * lightmaptcscale + lightmaptcbase[1];
+                                       v[0] = v[0] * lightmaptcscale[0] + lightmaptcbase[0];
+                                       v[1] = v[1] * lightmaptcscale[1] + lightmaptcbase[1];
                                }
                        }
                        VectorCopy((loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex), out->mins);
@@ -5923,6 +6015,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
        mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
        mod->brush.PointInLeaf = Mod_Q1BSP_PointInLeaf;
        mod->Draw = R_Q1BSP_Draw;
+       mod->DrawDepth = R_Q1BSP_DrawDepth;
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
        mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
@@ -5987,7 +6080,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
        for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
                if (surface->num_triangles > 0)
                        Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
-       loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
+       loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true, false);
        Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
 
        loadmodel->brush.num_leafs = 0;
@@ -6087,7 +6180,7 @@ qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye
 {
        // we already have done PVS culling at this point...
        // so we don't need to do it again.
-       
+
        int i;
        vec3_t testorigin, mins, maxs;