]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
- fix specular stuff on Q1BSP
[xonotic/darkplaces.git] / model_brush.c
index 177739bcc84b119fd62b6bf00a4dc9f3407cc147..7af9d0e7b4a225a7fc75eb93601d21ff65122082 100644 (file)
@@ -39,8 +39,8 @@ cvar_t r_subdivisions_collision_mintess = {0, "r_subdivisions_collision_mintess"
 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 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"};
-cvar_t mod_q3bsp_curves_stride = {0, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first"};
+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)"};
+cvar_t mod_q3bsp_curves_stride = {0, "mod_q3bsp_curves_stride", "16", "particle effect collisions against curves: optimize performance by doing a combined collision check for this triangle amount first (-1 avoids any box tests)"};
 cvar_t mod_q3bsp_optimizedtraceline = {0, "mod_q3bsp_optimizedtraceline", "1", "whether to use optimized traceline code for line traces (as opposed to tracebox code)"};
 cvar_t mod_q3bsp_debugtracebrush = {0, "mod_q3bsp_debugtracebrush", "0", "selects different tracebrush bsp recursion algorithms (for debugging purposes only)"};
 cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
@@ -522,7 +522,7 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in
                surface = info->model->data_surfaces + *mark;
                if (surface->texture->supercontents & SUPERCONTENTS_SOLID)
                {
-                       if(surface->num_bboxstride)
+                       if(surface->num_bboxstride > 0)
                        {
                                int i, cnt, tri;
                                cnt = (surface->num_triangles + surface->num_bboxstride - 1) / surface->num_bboxstride;
@@ -853,7 +853,7 @@ static int Mod_Q1BSP_RecursiveHullCheckPoint(RecursiveHullCheckTraceInfo_t *t, i
 }
 //#endif
 
-static void Mod_Q1BSP_TracePoint(struct model_s *model, int frame, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
+static void Mod_Q1BSP_TracePoint(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
 {
        RecursiveHullCheckTraceInfo_t rhc;
 
@@ -869,13 +869,13 @@ static void Mod_Q1BSP_TracePoint(struct model_s *model, int frame, trace_t *trac
        Mod_Q1BSP_RecursiveHullCheckPoint(&rhc, rhc.hull->firstclipnode);
 }
 
-static void Mod_Q1BSP_TraceLine(struct model_s *model, int frame, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
+static void Mod_Q1BSP_TraceLine(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
 {
        RecursiveHullCheckTraceInfo_t rhc;
 
        if (VectorCompare(start, end))
        {
-               Mod_Q1BSP_TracePoint(model, frame, trace, start, hitsupercontentsmask);
+               Mod_Q1BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask);
                return;
        }
 
@@ -921,7 +921,7 @@ static void Mod_Q1BSP_TraceLine(struct model_s *model, int frame, trace_t *trace
 #endif
 }
 
-static void Mod_Q1BSP_TraceBox(struct model_s *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+static void Mod_Q1BSP_TraceBox(struct model_s *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
 {
        // this function currently only supports same size start and end
        double boxsize[3];
@@ -930,9 +930,9 @@ static void Mod_Q1BSP_TraceBox(struct model_s *model, int frame, trace_t *trace,
        if (VectorCompare(boxmins, boxmaxs))
        {
                if (VectorCompare(start, end))
-                       Mod_Q1BSP_TracePoint(model, frame, trace, start, hitsupercontentsmask);
+                       Mod_Q1BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask);
                else
-                       Mod_Q1BSP_TraceLine(model, frame, trace, start, end, hitsupercontentsmask);
+                       Mod_Q1BSP_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask);
                return;
        }
 
@@ -1142,7 +1142,7 @@ 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, 0, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
+       model->TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
        return trace.fraction == 1;
 }
 
@@ -1459,6 +1459,8 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->reflectfactor = 1;
                Vector4Set(tx->reflectcolor4f, 1, 1, 1, 1);
                tx->r_water_wateralpha = 1;
+               tx->specularscalemod = 1;
+               tx->specularpowermod = 1;
        }
 
        if (!m)
@@ -1601,7 +1603,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                                        Mem_Free(freepixels);
                                        }
                                        else if (mtdata) // texture included
-                                               skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_ALPHA | TEXF_MIPMAP | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height);
+                                               skinframe = R_SkinFrame_LoadInternalQuake(tx->name, TEXF_PRECACHE | TEXF_MIPMAP | (r_picmipworld.integer ? TEXF_PICMIP : 0), false, r_fullbrights.integer, mtdata, tx->width, tx->height);
                                }
                                // if skinframe is still NULL the "missing" texture will be used
                                if (skinframe)
@@ -1625,7 +1627,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                        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]->fog)
+                               if (tx->skinframes[0] && tx->skinframes[0]->hasalpha)
                                        tx->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                        }
                        else if (!strncmp(tx->name, "mirror", 6)) // Tenebrae
@@ -1638,12 +1640,14 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                                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]->fog)
+                       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->specularscalemod = 1; // not supported here
+                       tx->specularpowermod = 1; // not supported here
                }
        }
 
@@ -2228,71 +2232,7 @@ static void Mod_Q1BSP_GenerateWarpMesh(msurface_t *surface)
 }
 #endif
 
-/* Maximum size of a single LM */
-#define MAX_SINGLE_LM_SIZE    256
-
-struct alloc_lm_row
-{
-       int rowY;
-       int currentX;
-};
-
-struct alloc_lm_state
-{
-       int currentY;
-       struct alloc_lm_row rows[MAX_SINGLE_LM_SIZE];
-};
-
-static void init_alloc_lm_state (struct alloc_lm_state* state)
-{
-       int r;
-
-       state->currentY = 0;
-       for (r = 0; r < MAX_SINGLE_LM_SIZE; r++)
-       {
-         state->rows[r].currentX = 0;
-         state->rows[r].rowY = -1;
-       }
-}
-
-static qboolean Mod_Q1BSP_AllocLightmapBlock(struct alloc_lm_state* state, int totalwidth, int totalheight, int blockwidth, int blockheight, int *outx, int *outy)
-{
-       struct alloc_lm_row* row;
-       int r;
-
-       row = &(state->rows[blockheight]);
-       if ((row->rowY < 0) || (row->currentX + blockwidth > totalwidth))
-       {
-               if (state->currentY + blockheight <= totalheight)
-               {
-                       row->rowY = state->currentY;
-                       row->currentX = 0;
-                       state->currentY += blockheight;
-               }
-               else
-               {
-                       /* See if we can stuff the block into a higher row */
-                       row = NULL;
-                       for (r = blockheight; r < MAX_SINGLE_LM_SIZE; r++)
-                       {
-                               if ((state->rows[r].rowY >= 0)
-                                 && (state->rows[r].currentX + blockwidth <= totalwidth))
-                               {
-                                       row = &(state->rows[r]);
-                                       break;
-                               }
-                       }
-                       if (row == NULL) return false;
-               }
-       }
-       *outy = row->rowY;
-       *outx = row->currentX;
-       row->currentX += blockwidth;
-
-       return true;
-}
-
-extern cvar_t gl_max_size;
+extern cvar_t gl_max_lightmapsize;
 static void Mod_Q1BSP_LoadFaces(lump_t *l)
 {
        dface_t *in;
@@ -2326,7 +2266,7 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
        lightmaptexture = NULL;
        deluxemaptexture = r_texture_blanknormalmap;
        lightmapnumber = 1;
-       lightmapsize = max(256, gl_max_size.integer);
+       lightmapsize = bound(256, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d);
        totallightmapsamples = 0;
 
        totalverts = 0;
@@ -2469,20 +2409,20 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
        // small maps (such as ammo boxes especially) don't need big lightmap
        // textures, so this code tries to guess a good size based on
        // totallightmapsamples (size of the lightmaps lump basically), as well as
-       // trying to max out the gl_max_size if there is a lot of lightmap data to
-       // store
+       // trying to max out the size if there is a lot of lightmap data to store
        // additionally, never choose a lightmapsize that is smaller than the
        // largest surface encountered (as it would fail)
        i = lightmapsize;
-       for (lightmapsize = 64; (lightmapsize < i) && (lightmapsize < gl_max_size.integer) && (totallightmapsamples > lightmapsize*lightmapsize); lightmapsize*=2)
+       for (lightmapsize = 64; (lightmapsize < i) && (lightmapsize < bound(128, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d)) && (totallightmapsamples > lightmapsize*lightmapsize); lightmapsize*=2)
                ;
 
        // now that we've decided the lightmap texture size, we can do the rest
        if (cls.state != ca_dedicated)
        {
                int stainmapsize = 0;
-               struct alloc_lm_state allocState;
+               mod_alloclightmap_state_t allocState;
 
+               Mod_AllocLightmap_Init(&allocState, lightmapsize, lightmapsize);
                for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
                {
                        int i, iu, iv, lightmapx = 0, lightmapy = 0;
@@ -2497,7 +2437,7 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                        tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
                        stainmapsize += ssize * tsize * 3;
 
-                       if (!lightmaptexture || !Mod_Q1BSP_AllocLightmapBlock(&allocState, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy))
+                       if (!lightmaptexture || !Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy))
                        {
                                // allocate a texture pool if we need it
                                if (loadmodel->texturepool == NULL)
@@ -2507,8 +2447,8 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                                if (loadmodel->brushq1.nmaplightdata)
                                        deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
                                lightmapnumber++;
-                               init_alloc_lm_state (&allocState);
-                               Mod_Q1BSP_AllocLightmapBlock(&allocState, lightmapsize, lightmapsize, ssize, tsize, &lightmapx, &lightmapy);
+                               Mod_AllocLightmap_Reset(&allocState);
+                               Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy);
                        }
                        surface->lightmaptexture = lightmaptexture;
                        surface->deluxemaptexture = deluxemaptexture;
@@ -2988,26 +2928,7 @@ typedef struct portal_s
 }
 portal_t;
 
-static portal_t *portalchain;
-
-/*
-===========
-AllocPortal
-===========
-*/
-static portal_t *AllocPortal(void)
-{
-       portal_t *p;
-       p = (portal_t *)Mem_Alloc(loadmodel->mempool, sizeof(portal_t));
-       p->chain = portalchain;
-       portalchain = p;
-       return p;
-}
-
-static void FreePortal(portal_t *p)
-{
-       Mem_Free(p);
-}
+static memexpandablearray_t portalarray;
 
 static void Mod_Q1BSP_RecursiveRecalcNodeBBox(mnode_t *node)
 {
@@ -3030,8 +2951,8 @@ static void Mod_Q1BSP_RecursiveRecalcNodeBBox(mnode_t *node)
 
 static void Mod_Q1BSP_FinalizePortals(void)
 {
-       int i, j, numportals, numpoints;
-       portal_t *p, *pnext;
+       int i, j, numportals, numpoints, portalindex, portalrange = Mem_ExpandableArray_IndexRange(&portalarray);
+       portal_t *p;
        mportal_t *portal;
        mvertex_t *point;
        mleaf_t *leaf, *endleaf;
@@ -3045,11 +2966,13 @@ static void Mod_Q1BSP_FinalizePortals(void)
                VectorSet(leaf->mins,  2000000000,  2000000000,  2000000000);
                VectorSet(leaf->maxs, -2000000000, -2000000000, -2000000000);
        }
-       p = portalchain;
        numportals = 0;
        numpoints = 0;
-       while (p)
+       for (portalindex = 0;portalindex < portalrange;portalindex++)
        {
+               p = (portal_t*)Mem_ExpandableArray_RecordAtIndex(&portalarray, portalindex);
+               if (!p)
+                       continue;
                // note: this check must match the one below or it will usually corrupt memory
                // the nodes[0] != nodes[1] check is because leaf 0 is the shared solid leaf, it can have many portals inside with leaf 0 on both sides
                if (p->numpoints >= 3 && p->nodes[0] != p->nodes[1] && ((mleaf_t *)p->nodes[0])->clusterindex >= 0 && ((mleaf_t *)p->nodes[1])->clusterindex >= 0)
@@ -3057,7 +2980,6 @@ static void Mod_Q1BSP_FinalizePortals(void)
                        numportals += 2;
                        numpoints += p->numpoints * 2;
                }
-               p = p->chain;
        }
        loadmodel->brush.data_portals = (mportal_t *)Mem_Alloc(loadmodel->mempool, numportals * sizeof(mportal_t) + numpoints * sizeof(mvertex_t));
        loadmodel->brush.num_portals = numportals;
@@ -3069,12 +2991,11 @@ static void Mod_Q1BSP_FinalizePortals(void)
        // process all portals in the global portal chain, while freeing them
        portal = loadmodel->brush.data_portals;
        point = loadmodel->brush.data_portalpoints;
-       p = portalchain;
-       portalchain = NULL;
-       while (p)
+       for (portalindex = 0;portalindex < portalrange;portalindex++)
        {
-               pnext = p->chain;
-
+               p = (portal_t*)Mem_ExpandableArray_RecordAtIndex(&portalarray, portalindex);
+               if (!p)
+                       continue;
                if (p->numpoints >= 3 && p->nodes[0] != p->nodes[1])
                {
                        // note: this check must match the one above or it will usually corrupt memory
@@ -3142,8 +3063,6 @@ static void Mod_Q1BSP_FinalizePortals(void)
                                }
                        }
                }
-               FreePortal(p);
-               p = pnext;
        }
        // now recalculate the node bounding boxes from the leafs
        Mod_Q1BSP_RecursiveRecalcNodeBBox(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
@@ -3245,7 +3164,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
 
        // create the new portal by generating a polygon for the node plane,
        // and clipping it by all of the other portals(which came from nodes above this one)
-       nodeportal = AllocPortal();
+       nodeportal = (portal_t *)Mem_ExpandableArray_AllocRecord(&portalarray);
        nodeportal->plane = *plane;
 
        // TODO: calculate node bounding boxes during recursion and calculate a maximum plane size accordingly to improve precision (as most maps do not need 1 billion unit plane polygons)
@@ -3328,7 +3247,7 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
                }
 
                // the portal is split
-               splitportal = AllocPortal();
+               splitportal = (portal_t *)Mem_ExpandableArray_AllocRecord(&portalarray);
                temp = splitportal->chain;
                *splitportal = *portal;
                splitportal->chain = temp;
@@ -3357,9 +3276,10 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
 
 static void Mod_Q1BSP_MakePortals(void)
 {
-       portalchain = NULL;
+       Mem_ExpandableArray_NewArray(&portalarray, loadmodel->mempool, sizeof(portal_t), 1020*1024/sizeof(portal_t));
        Mod_Q1BSP_RecursiveNodePortals(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
        Mod_Q1BSP_FinalizePortals();
+       Mem_ExpandableArray_FreeArray(&portalarray);
 }
 
 //Returns PVS data for a given point
@@ -3531,6 +3451,7 @@ void Mod_Q1BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        mod->Draw = R_Q1BSP_Draw;
        mod->DrawDepth = R_Q1BSP_DrawDepth;
        mod->DrawDebug = R_Q1BSP_DrawDebug;
+       mod->DrawPrepass = R_Q1BSP_DrawPrepass;
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
@@ -4252,13 +4173,21 @@ static void Mod_Q3BSP_LoadEntities(lump_t *l)
                        if (!COM_ParseToken_Simple(&data, false, false))
                                break; // error
                        strlcpy(value, com_token, sizeof(value));
-                       if (!strcmp("gridsize", key))
+                       if (!strcasecmp("gridsize", key)) // this one is case insensitive to 100% match q3map2
                        {
 #if _MSC_VER >= 1400
 #define sscanf sscanf_s
 #endif
+#if 0
                                if (sscanf(value, "%f %f %f", &v[0], &v[1], &v[2]) == 3 && v[0] != 0 && v[1] != 0 && v[2] != 0)
                                        VectorCopy(v, loadmodel->brushq3.num_lightgrid_cellsize);
+#else
+                               VectorSet(v, 64, 64, 128);
+                               if(sscanf(value, "%f %f %f", &v[0], &v[1], &v[2]) != 3)
+                                       Con_Printf("Mod_Q3BSP_LoadEntities: funny gridsize \"%s\" in %s, interpreting as \"%f %f %f\" to match q3map2's parsing\n", value, loadmodel->name, v[0], v[1], v[2]);
+                               if (v[0] != 0 && v[1] != 0 && v[2] != 0)
+                                       VectorCopy(v, loadmodel->brushq3.num_lightgrid_cellsize);
+#endif
                        }
                        else if (!strcmp("deluxeMaps", key))
                        {
@@ -4694,7 +4623,7 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
                ;
        // i is now 0 for 128, 1 for 256, etc
 
-       for (power = 1;power + i <= mod_q3bsp_lightmapmergepower.integer && (size << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)); power++)
+       for (power = 1;power + i <= mod_q3bsp_lightmapmergepower.integer && (size << power) <= (int)vid.maxtexturesize_2d && (1 << (power * 2)) < 4 * (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)); power++)
                loadmodel->brushq3.num_lightmapmergepower = power;
 
        loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
@@ -4775,9 +4704,9 @@ static void Mod_Q3BSP_BuildBBoxes(const int *element3i, int num_triangles, const
        int j, k, cnt, tri;
        float *mins, *maxs;
        const float *vert;
+       *collisionstride = stride;
        if(stride > 0)
        {
-               *collisionstride = stride;
                cnt = (num_triangles + stride - 1) / stride;
                *collisionbbox6f = (float *) Mem_Alloc(loadmodel->mempool, sizeof(float[6]) * cnt);
                for(j = 0; j < cnt; ++j)
@@ -4814,10 +4743,7 @@ static void Mod_Q3BSP_BuildBBoxes(const int *element3i, int num_triangles, const
                }
        }
        else
-       {
-               *collisionstride = 0;
                *collisionbbox6f = NULL;
-       }
 }
 
 typedef struct patchtess_s
@@ -5479,7 +5405,10 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l)
        if (l->filelen)
        {
                if (l->filelen < count * (int)sizeof(*in))
-                       Host_Error("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, (int)(count * sizeof(*in)), loadmodel->brushq3.num_lightgrid_isize[0], loadmodel->brushq3.num_lightgrid_isize[1], loadmodel->brushq3.num_lightgrid_isize[2]);
+               {
+                       Con_Printf("Mod_Q3BSP_LoadLightGrid: invalid lightgrid lump size %i bytes, should be %i bytes (%ix%ix%i)", l->filelen, (int)(count * sizeof(*in)), loadmodel->brushq3.num_lightgrid_isize[0], loadmodel->brushq3.num_lightgrid_isize[1], loadmodel->brushq3.num_lightgrid_isize[2]);
+                       return; // ignore the grid if we cannot understand it
+               }
                if (l->filelen != count * (int)sizeof(*in))
                        Con_Printf("Mod_Q3BSP_LoadLightGrid: Warning: calculated lightgrid size %i bytes does not match lump size %i\n", (int)(count * sizeof(*in)), l->filelen);
                out = (q3dlightgrid_t *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
@@ -5659,7 +5588,7 @@ static qboolean Mod_Q3BSP_TraceLineOfSight(struct model_s *model, const vec3_t s
        if (model->brush.submodel || mod_q3bsp_tracelineofsight_brushes.integer)
        {
                trace_t trace;
-               model->TraceLine(model, 0, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
+               model->TraceLine(model, NULL, NULL, &trace, start, end, SUPERCONTENTS_VISBLOCKERMASK);
                return trace.fraction == 1;
        }
        else
@@ -5863,7 +5792,7 @@ static void Mod_Q3BSP_TraceBrush_RecursiveBSPNode(trace_t *trace, dp_model_t *mo
 
 static int markframe = 0;
 
-static void Mod_Q3BSP_TracePoint(dp_model_t *model, int frame, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
+static void Mod_Q3BSP_TracePoint(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, int hitsupercontentsmask)
 {
        int i;
        q3mbrush_t *brush;
@@ -5881,7 +5810,7 @@ static void Mod_Q3BSP_TracePoint(dp_model_t *model, int frame, trace_t *trace, c
                Mod_Q3BSP_TracePoint_RecursiveBSPNode(trace, model, model->brush.data_nodes, start, ++markframe);
 }
 
-static void Mod_Q3BSP_TraceLine(dp_model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
+static void Mod_Q3BSP_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
 {
        int i;
        float segmentmins[3], segmentmaxs[3];
@@ -5890,7 +5819,7 @@ static void Mod_Q3BSP_TraceLine(dp_model_t *model, int frame, trace_t *trace, co
 
        if (VectorCompare(start, end))
        {
-               Mod_Q3BSP_TracePoint(model, frame, trace, start, hitsupercontentsmask);
+               Mod_Q3BSP_TracePoint(model, frameblend, skeleton, trace, start, hitsupercontentsmask);
                return;
        }
 
@@ -5918,7 +5847,7 @@ static void Mod_Q3BSP_TraceLine(dp_model_t *model, int frame, trace_t *trace, co
                Mod_Q3BSP_TraceLine_RecursiveBSPNode(trace, model, model->brush.data_nodes, start, end, 0, 1, start, end, ++markframe, segmentmins, segmentmaxs);
 }
 
-static void Mod_Q3BSP_TraceBox(dp_model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+static void Mod_Q3BSP_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
 {
        int i;
        float segmentmins[3], segmentmaxs[3];
@@ -5933,10 +5862,10 @@ static void Mod_Q3BSP_TraceBox(dp_model_t *model, int frame, trace_t *trace, con
                VectorAdd(start, boxmins, shiftstart);
                VectorAdd(end, boxmins, shiftend);
                if (VectorCompare(start, end))
-                       Mod_Q3BSP_TracePoint(model, frame, trace, shiftstart, hitsupercontentsmask);
+                       Mod_Q3BSP_TracePoint(model, frameblend, skeleton, trace, shiftstart, hitsupercontentsmask);
                else
                {
-                       Mod_Q3BSP_TraceLine(model, frame, trace, shiftstart, shiftend, hitsupercontentsmask);
+                       Mod_Q3BSP_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask);
                        VectorSubtract(trace->endpos, boxmins, trace->endpos);
                }
                return;
@@ -6121,6 +6050,7 @@ void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        mod->Draw = R_Q1BSP_Draw;
        mod->DrawDepth = R_Q1BSP_DrawDepth;
        mod->DrawDebug = R_Q1BSP_DrawDebug;
+       mod->DrawPrepass = R_Q1BSP_DrawPrepass;
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->CompileShadowMap = R_Q1BSP_CompileShadowMap;
        mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
@@ -6219,6 +6149,9 @@ void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->brush.num_leafs = 0;
        Mod_Q3BSP_RecursiveFindNumLeafs(loadmodel->brush.data_nodes);
 
+       if (loadmodel->brush.numsubmodels)
+               loadmodel->brush.submodels = (dp_model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(dp_model_t *));
+
        mod = loadmodel;
        for (i = 0;i < loadmodel->brush.numsubmodels;i++)
        {
@@ -6246,6 +6179,8 @@ void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        mod->brush.AmbientSoundLevelsForPoint = NULL;
                }
                mod->brush.submodel = i;
+               if (loadmodel->brush.submodels)
+                       loadmodel->brush.submodels[i] = mod;
 
                // make the model surface list (used by shadowing/lighting)
                mod->firstmodelsurface = mod->brushq3.data_models[i].firstface;
@@ -6329,6 +6264,7 @@ void Mod_MAP_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Host_Error("Mod_MAP_Load: not yet implemented");
 }
 
+#ifdef OBJWORKS
 typedef struct objvertex_s
 {
        float v[3];
@@ -6341,12 +6277,405 @@ 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)
 {
-#if 0
+#ifdef OBJWORKS
        const char *textbase = (char *)buffer, *text = textbase;
        char *s;
        char *argv[512];
@@ -6368,6 +6697,8 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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;
@@ -6410,6 +6741,7 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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;
@@ -6417,6 +6749,9 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
        loadmodel->DrawLight = R_Q1BSP_DrawLight;
 
+       VectorClear(mins);
+       VectorClear(maxs);
+
        // parse the OBJ text now
        for(;;)
        {
@@ -6528,6 +6863,20 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                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)
@@ -6604,9 +6953,55 @@ void Mod_OBJ_Load(dp_model_t *mod, void *buffer, void *bufferend)
        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;
 
-       // generate surfaces by recursing triangles into BSP tree and ensuring they do not overlap in the lightmap projection axis
+--- NOTHING DONE PAST THIS POINT ---
 
        loadmodel->numskins = LittleLong(pinmodel->num_skins);
        numxyz = LittleLong(pinmodel->num_xyz);