]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
added a comment describing GL triangle strip order (why add it to this? convenience)
[xonotic/darkplaces.git] / model_brush.c
index 28aa2d240ff69717b7a9383da55a96a77234893a..c91368de3b2bfd2ca61507ac877135cbcc7e3e5c 100644 (file)
@@ -19,6 +19,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */
 
 #include "quakedef.h"
+#include "image.h"
 
 // note: model_shared.c sets up r_notexture, and r_surf_notexture
 
@@ -29,7 +30,6 @@ cvar_t halflifebsp = {0, "halflifebsp", "0"};
 cvar_t r_novis = {0, "r_novis", "0"};
 cvar_t r_miplightmaps = {CVAR_SAVE, "r_miplightmaps", "0"};
 cvar_t r_lightmaprgba = {0, "r_lightmaprgba", "1"};
-cvar_t r_vertexsurfacesthreshold = {CVAR_SAVE, "r_vertexsurfacesthreshold", "0"};
 cvar_t r_nosurftextures = {0, "r_nosurftextures", "0"};
 cvar_t r_sortsurfaces = {0, "r_sortsurfaces", "0"};
 
@@ -49,7 +49,6 @@ void Mod_BrushInit (void)
        Cvar_RegisterVariable(&r_novis);
        Cvar_RegisterVariable(&r_miplightmaps);
        Cvar_RegisterVariable(&r_lightmaprgba);
-       Cvar_RegisterVariable(&r_vertexsurfacesthreshold);
        Cvar_RegisterVariable(&r_nosurftextures);
        Cvar_RegisterVariable(&r_sortsurfaces);
        memset(mod_novis, 0xff, sizeof(mod_novis));
@@ -92,7 +91,7 @@ void Mod_BrushStartup (void)
                                data[y][x][3] = 255;
                        }
                }
-               detailtextures[i] = R_LoadTexture(detailtexturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE);
+               detailtextures[i] = R_LoadTexture2D(detailtexturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
        }
 }
 
@@ -213,8 +212,13 @@ static void Mod_LoadTextures (lump_t *l)
        miptex_t *dmiptex;
        texture_t *tx, *tx2, *anims[10], *altanims[10];
        dmiptexlump_t *m;
-       qbyte *data, *mtdata, *data2;
+       qbyte *data, *mtdata;
        char name[256];
+       qbyte *basepixels, *bumppixels, *nmappixels, *glosspixels, *glowpixels, *maskpixels;
+       int basepixels_width, basepixels_height, bumppixels_width, bumppixels_height;
+       int nmappixels_width, nmappixels_height, glosspixels_width, glosspixels_height;
+       int glowpixels_width, glowpixels_height, maskpixels_width, maskpixels_height;
+       rtexture_t *detailtexture;
 
        loadmodel->textures = NULL;
 
@@ -227,17 +231,20 @@ static void Mod_LoadTextures (lump_t *l)
 
        // add two slots for notexture walls and notexture liquids
        loadmodel->numtextures = m->nummiptex + 2;
-       loadmodel->textures = Mem_Alloc(loadmodel->mempool, loadmodel->numtextures * sizeof(*loadmodel->textures));
+       loadmodel->textures = Mem_Alloc(loadmodel->mempool, loadmodel->numtextures * sizeof(texture_t));
 
        // fill out all slots with notexture
-       for (i = 0;i < loadmodel->numtextures;i++)
+       for (i = 0, tx = loadmodel->textures;i < loadmodel->numtextures;i++, tx++)
        {
-               loadmodel->textures[i] = tx = Mem_Alloc(loadmodel->mempool, sizeof(texture_t));
                tx->width = 16;
                tx->height = 16;
                tx->texture = r_notexture;
+               tx->shader = &Cshader_wall_lightmap;
                if (i == loadmodel->numtextures - 1)
-                       tx->flags = SURF_DRAWTURB | SURF_DRAWFULLBRIGHT | SURF_DRAWNOALPHA | SURF_CLIPSOLID;
+               {
+                       tx->flags = SURF_DRAWTURB | SURF_LIGHTBOTHSIDES;
+                       tx->shader = &Cshader_water;
+               }
        }
 
        // just to work around bounds checking when debugging with it (array index out of bounds error thing)
@@ -278,13 +285,10 @@ static void Mod_LoadTextures (lump_t *l)
                        if (name[j] >= 'A' && name[j] <= 'Z')
                                name[j] += 'a' - 'A';
 
-               tx = loadmodel->textures[i];
+               tx = loadmodel->textures + i;
                strcpy(tx->name, name);
                tx->width = mtwidth;
                tx->height = mtheight;
-               tx->texture = NULL;
-               tx->glowtexture = NULL;
-               tx->fogtexture = NULL;
 
                if (!tx->name[0])
                {
@@ -292,6 +296,14 @@ static void Mod_LoadTextures (lump_t *l)
                        Con_Printf("warning: unnamed texture in %s, renaming to %s\n", loadmodel->name, tx->name);
                }
 
+               basepixels = NULL;basepixels_width = 0;basepixels_height = 0;
+               bumppixels = NULL;bumppixels_width = 0;bumppixels_height = 0;
+               nmappixels = NULL;nmappixels_width = 0;nmappixels_height = 0;
+               glosspixels = NULL;glosspixels_width = 0;glosspixels_height = 0;
+               glowpixels = NULL;glowpixels_width = 0;glowpixels_height = 0;
+               maskpixels = NULL;maskpixels_width = 0;maskpixels_height = 0;
+               detailtexture = NULL;
+
                // LordHavoc: HL sky textures are entirely different than quake
                if (!loadmodel->ishlbsp && !strncmp(tx->name, "sky", 3) && mtwidth == 256 && mtheight == 128)
                {
@@ -317,124 +329,196 @@ static void Mod_LoadTextures (lump_t *l)
                                        R_InitSky (mtdata, 1);
                        }
                }
-               else if ((tx->texture = loadtextureimagewithmask(loadmodel->texturepool, tx->name, 0, 0, false, true, true)))
-               {
-                       tx->fogtexture = image_masktex;
-                       strcpy(name, tx->name);
-                       strcat(name, "_glow");
-                       tx->glowtexture = loadtextureimage(loadmodel->texturepool, name, 0, 0, false, true, true);
-               }
                else
                {
-                       if (loadmodel->ishlbsp)
+                       if ((basepixels = loadimagepixels(tx->name, false, 0, 0)) != NULL)
                        {
-                               if (mtdata && (data = W_ConvertWAD3Texture(dmiptex)))
+                               basepixels_width = image_width;
+                               basepixels_height = image_height;
+                       }
+                       // _luma is supported for tenebrae compatibility
+                       // (I think it's a very stupid name, but oh well)
+                       if ((glowpixels = loadimagepixels(va("%s_glow", tx->name), false, 0, 0)) != NULL
+                        || (glowpixels = loadimagepixels(va("%s_luma", tx->name), false, 0, 0)) != NULL)
+                       {
+                               glowpixels_width = image_width;
+                               glowpixels_height = image_height;
+                       }
+                       if ((bumppixels = loadimagepixels(va("%s_bump", tx->name), false, 0, 0)) != NULL)
+                       {
+                               bumppixels_width = image_width;
+                               bumppixels_height = image_height;
+                       }
+                       if ((glosspixels = loadimagepixels(va("%s_gloss", tx->name), false, 0, 0)) != NULL)
+                       {
+                               glosspixels_width = image_width;
+                               glosspixels_height = image_height;
+                       }
+                       if (!basepixels)
+                       {
+                               if (loadmodel->ishlbsp)
                                {
-                                       // texture included
-                                       tx->texture = R_LoadTexture (loadmodel->texturepool, tx->name, image_width, image_height, data, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
-                                       if (R_TextureHasAlpha(tx->texture))
+                                       // internal texture overrides wad
+                                       if (mtdata && (basepixels = W_ConvertWAD3Texture(dmiptex)) != NULL)
                                        {
-                                               // make mask texture
-                                               for (j = 0;j < image_width * image_height;j++)
-                                                       data[j*4+0] = data[j*4+1] = data[j*4+2] = 255;
-                                               strcpy(name, tx->name);
-                                               strcat(name, "_fog");
-                                               tx->fogtexture = R_LoadTexture (loadmodel->texturepool, name, image_width, image_height, data, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+                                               basepixels_width = image_width;
+                                               basepixels_height = image_height;
                                        }
-                                       Mem_Free(data);
-                               }
-                               else if ((data = W_GetTexture(tx->name)))
-                               {
-                                       // get the size from the wad texture
-                                       tx->width = image_width;
-                                       tx->height = image_height;
-                                       tx->texture = R_LoadTexture (loadmodel->texturepool, tx->name, image_width, image_height, data, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
-                                       if (R_TextureHasAlpha(tx->texture))
+                                       else if ((basepixels = W_GetTexture(tx->name)) != NULL)
                                        {
-                                               // make mask texture
-                                               for (j = 0;j < image_width * image_height;j++)
-                                                       data[j*4+0] = data[j*4+1] = data[j*4+2] = 255;
-                                               strcpy(name, tx->name);
-                                               strcat(name, "_fog");
-                                               tx->fogtexture = R_LoadTexture (loadmodel->texturepool, name, image_width, image_height, data, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE);
+                                               // get the size from the wad texture
+                                               tx->width = basepixels_width = image_width;
+                                               tx->height = basepixels_height = image_height;
                                        }
-                                       Mem_Free(data);
                                }
                                else
                                {
-                                       tx->width = 16;
-                                       tx->height = 16;
-                                       tx->texture = r_notexture;
-                               }
-                       }
-                       else
-                       {
-                               if (mtdata) // texture included
-                               {
-                                       int fullbrights;
-                                       data = mtdata;
-                                       fullbrights = false;
-                                       if (r_fullbrights.value && tx->name[0] != '*')
+                                       if (mtdata) // texture included
                                        {
-                                               for (j = 0;j < tx->width*tx->height;j++)
+                                               if (r_fullbrights.integer && tx->name[0] != '*')
                                                {
-                                                       if (data[j] >= 224) // fullbright
+                                                       basepixels_width = tx->width;
+                                                       basepixels_height = tx->height;
+                                                       basepixels = Mem_Alloc(loadmodel->mempool, basepixels_width * basepixels_height * 4);
+                                                       Image_Copy8bitRGBA(mtdata, basepixels, basepixels_width * basepixels_height, palette_nofullbrights);
+                                                       if (!glowpixels)
                                                        {
-                                                               fullbrights = true;
-                                                               break;
+                                                               for (j = 0;j < tx->width*tx->height;j++)
+                                                                       if (((qbyte *)&palette_onlyfullbrights[mtdata[j]])[3] > 0) // fullbright
+                                                                               break;
+                                                               if (j < tx->width * tx->height)
+                                                               {
+                                                                       glowpixels_width = tx->width;
+                                                                       glowpixels_height = tx->height;
+                                                                       glowpixels = Mem_Alloc(loadmodel->mempool, glowpixels_width * glowpixels_height * 4);
+                                                                       Image_Copy8bitRGBA(mtdata, glowpixels, glowpixels_width * glowpixels_height, palette_onlyfullbrights);
+                                                               }
                                                        }
                                                }
+                                               else
+                                               {
+                                                       basepixels_width = tx->width;
+                                                       basepixels_height = tx->height;
+                                                       basepixels = Mem_Alloc(loadmodel->mempool, basepixels_width * basepixels_height * 4);
+                                                       Image_Copy8bitRGBA(mtdata, basepixels, tx->width * tx->height, palette_complete);
+                                               }
                                        }
-                                       if (fullbrights)
-                                       {
-                                               data2 = Mem_Alloc(loadmodel->mempool, tx->width*tx->height);
-                                               for (j = 0;j < tx->width*tx->height;j++)
-                                                       data2[j] = data[j] >= 224 ? 0 : data[j]; // no fullbrights
-                                               tx->texture = R_LoadTexture (loadmodel->texturepool, tx->name, tx->width, tx->height, data2, TEXTYPE_QPALETTE, TEXF_MIPMAP | TEXF_PRECACHE);
-                                               strcpy(name, tx->name);
-                                               strcat(name, "_glow");
-                                               for (j = 0;j < tx->width*tx->height;j++)
-                                                       data2[j] = data[j] >= 224 ? data[j] : 0; // only fullbrights
-                                               tx->glowtexture = R_LoadTexture (loadmodel->texturepool, name, tx->width, tx->height, data2, TEXTYPE_QPALETTE, TEXF_MIPMAP | TEXF_PRECACHE);
-                                               Mem_Free(data2);
-                                       }
-                                       else
-                                               tx->texture = R_LoadTexture (loadmodel->texturepool, tx->name, tx->width, tx->height, data, TEXTYPE_QPALETTE, TEXF_MIPMAP | TEXF_PRECACHE);
                                }
-                               else // no texture, and no external replacement texture was found
+                       }
+               }
+
+               if (basepixels)
+               {
+                       for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+                               if (basepixels[j] < 255)
+                                       break;
+                       if (j < basepixels_width * basepixels_height * 4)
+                       {
+                               maskpixels = Mem_Alloc(loadmodel->mempool, basepixels_width * basepixels_height * 4);
+                               maskpixels_width = basepixels_width;
+                               maskpixels_height = basepixels_height;
+                               for (j = 0;j < basepixels_width * basepixels_height * 4;j += 4)
                                {
-                                       tx->width = 16;
-                                       tx->height = 16;
-                                       tx->texture = r_notexture;
+                                       maskpixels[j+0] = 255;
+                                       maskpixels[j+1] = 255;
+                                       maskpixels[j+2] = 255;
+                                       maskpixels[j+3] = basepixels[j+3];
                                }
                        }
+
+                       if (!bumppixels)
+                       {
+                               bumppixels = Mem_Alloc(loadmodel->mempool, basepixels_width * basepixels_height * 4);
+                               bumppixels_width = basepixels_width;
+                               bumppixels_height = basepixels_height;
+                               memcpy(bumppixels, basepixels, bumppixels_width * bumppixels_height * 4);
+                       }
+
+                       if (!nmappixels && bumppixels)
+                       {
+                               nmappixels = Mem_Alloc(loadmodel->mempool, bumppixels_width * bumppixels_height * 4);
+                               nmappixels_width = bumppixels_width;
+                               nmappixels_height = bumppixels_height;
+                               Image_HeightmapToNormalmap(bumppixels, nmappixels, nmappixels_width, nmappixels_height, false, 1);
+                       }
+               }
+
+               if (!detailtexture)
+                       detailtexture = detailtextures[i % NUM_DETAILTEXTURES];
+
+               if (basepixels)
+               {
+                       tx->texture = R_LoadTexture2D (loadmodel->texturepool, tx->name, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+                       if (nmappixels)
+                               tx->nmaptexture = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", tx->name), basepixels_width, basepixels_height, nmappixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+                       if (glosspixels)
+                               tx->glosstexture = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", tx->name), glosspixels_width, glosspixels_height, glosspixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+                       if (glowpixels)
+                               tx->glowtexture = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", tx->name), glowpixels_width, glowpixels_height, glowpixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+                       if (maskpixels)
+                               tx->fogtexture = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", tx->name), maskpixels_width, maskpixels_height, maskpixels, TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE, NULL);
+                       tx->detailtexture = detailtexture;
+               }
+               else
+               {
+                       // no texture found
+                       tx->width = 16;
+                       tx->height = 16;
+                       tx->texture = r_notexture;
+                       tx->nmaptexture = NULL;
+                       tx->glosstexture = NULL;
+                       tx->glowtexture = NULL;
+                       tx->fogtexture = NULL;
+                       tx->detailtexture = NULL;
                }
 
+               if (basepixels)
+                       Mem_Free(basepixels);
+               if (bumppixels)
+                       Mem_Free(bumppixels);
+               if (nmappixels)
+                       Mem_Free(nmappixels);
+               if (glosspixels)
+                       Mem_Free(glosspixels);
+               if (glowpixels)
+                       Mem_Free(glowpixels);
+               if (maskpixels)
+                       Mem_Free(maskpixels);
+
                if (tx->name[0] == '*')
                {
-                       tx->flags |= (SURF_DRAWTURB | SURF_LIGHTBOTHSIDES);
+                       tx->flags |= SURF_DRAWTURB | SURF_LIGHTBOTHSIDES;
                        // LordHavoc: some turbulent textures should be fullbright and solid
                        if (!strncmp(tx->name,"*lava",5)
                         || !strncmp(tx->name,"*teleport",9)
                         || !strncmp(tx->name,"*rift",5)) // Scourge of Armagon texture
-                               tx->flags |= (SURF_DRAWFULLBRIGHT | SURF_DRAWNOALPHA | SURF_CLIPSOLID);
+                               tx->flags |= SURF_DRAWFULLBRIGHT | SURF_DRAWNOALPHA;
+                       else
+                               tx->flags |= SURF_WATERALPHA;
+                       tx->shader = &Cshader_water;
                }
                else if (tx->name[0] == 's' && tx->name[1] == 'k' && tx->name[2] == 'y')
-                       tx->flags |= (SURF_DRAWSKY | SURF_CLIPSOLID);
+               {
+                       tx->flags |= SURF_DRAWSKY;
+                       tx->shader = &Cshader_sky;
+               }
                else
                {
                        tx->flags |= SURF_LIGHTMAP;
-                       if (!R_TextureHasAlpha(tx->texture))
-                               tx->flags |= SURF_CLIPSOLID;
+                       if (!tx->fogtexture)
+                               tx->flags |= SURF_SHADOWCAST | SURF_SHADOWLIGHT;
+                       tx->shader = &Cshader_wall_lightmap;
                }
 
-               tx->detailtexture = detailtextures[i % NUM_DETAILTEXTURES];
+               // start out with no animation
+               tx->currentframe[0] = tx;
+               tx->currentframe[1] = tx;
        }
 
        // sequence the animations
        for (i = 0;i < m->nummiptex;i++)
        {
-               tx = loadmodel->textures[i];
+               tx = loadmodel->textures + i;
                if (!tx || tx->name[0] != '+' || tx->name[1] == 0 || tx->name[2] == 0)
                        continue;
                if (tx->anim_total[0] || tx->anim_total[1])
@@ -446,7 +530,7 @@ static void Mod_LoadTextures (lump_t *l)
 
                for (j = i;j < m->nummiptex;j++)
                {
-                       tx2 = loadmodel->textures[j];
+                       tx2 = loadmodel->textures + j;
                        if (!tx2 || tx2->name[0] != '+' || strcmp (tx2->name+2, tx->name+2))
                                continue;
 
@@ -646,7 +730,7 @@ void Mod_LoadLightList(void)
                        if (a != 14)
                        {
                                Mem_Free(lightsstring);
-                               Host_Error("invalid lights file, found %d parameters on line %i, should be 13 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone style)\n", a, n + 1);
+                               Host_Error("invalid lights file, found %d parameters on line %i, should be 14 parameters (origin[0] origin[1] origin[2] falloff light[0] light[1] light[2] subtract spotdir[0] spotdir[1] spotdir[2] spotcone distancebias style)\n", a, n + 1);
                        }
                        s++;
                        n++;
@@ -662,6 +746,1050 @@ void Mod_LoadLightList(void)
 }
 
 
+
+/*
+// svbspmesh_t is in model_brush.h
+
+typedef struct svbsppolygon_s
+{
+       struct svbsppolygon_s *next;
+       int numverts;
+       float *verts;
+       float normal[3], dist;
+}
+svbsppolygon_t;
+
+typedef struct svbspnode_s
+{
+       // true if this is a leaf (has no children), not a node
+       int isleaf;
+       // (shared) parent node
+       struct svbspnode_s *parent;
+       // (leaf) dark or lit leaf
+       int dark;
+       // (leaf) polygons bounding this leaf
+       svbsppolygon_t *polygons;
+       // (node) children
+       struct svbspnode_s *children[2];
+       // (node) splitting plane
+       float normal[3], dist;
+}
+svbspnode_t;
+
+svbspnode_t *Mod_SVBSP_AllocNode(svbspnode_t *parent, svbspnode_t *child0, svbspnode_t *child1, float *normal, float dist)
+{
+       svbspnode_t *node;
+       node = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
+       node->parent = parent;
+       node->children[0] = child0;
+       node->children[1] = child1;
+       VectorCopy(normal, node->normal);
+       node->dist = dist;
+       return node;
+}
+
+svbspnode_t *Mod_SVBSP_AllocLeaf(svbspnode_t *parent, int dark)
+{
+       svbspnode_t *leaf;
+       leaf = Mem_Alloc(loadmodel->mempool, sizeof(svbspnode_t));
+       leaf->isleaf = true;
+       leaf->parent = parent;
+       leaf->dark = dark;
+       return leaf;
+}
+
+svbspnode_t *Mod_SVBSP_NewTree(void)
+{
+       return Mod_SVBSP_AllocLeaf(NULL, false);
+}
+
+void Mod_SVBSP_FreeTree(svbspnode_t *node)
+{
+       if (!node->isleaf)
+       {
+               Mod_SVBSP_FreeTree(node->children[0]);
+               Mod_SVBSP_FreeTree(node->children[1]);
+       }
+       Mem_Free(node);
+}
+
+void Mod_SVBSP_RecursiveAddPolygon(svbspnode_t *node, int numverts, float *verts, float *normal, float dist, int constructmode)
+{
+       int i, j, numvertsfront, numvertsback, maxverts, counts[3];
+       float *vertsfront, *vertsback, *v, d, temp[3];
+       float dists[4096];
+       qbyte sides[4096];
+       svbsppolygon_t *poly;
+       if (node->isleaf)
+       {
+               if (constructmode == 0)
+               {
+                       // construct tree structure
+                       node->isleaf = false;
+                       node->children[0] = Mod_SVBSP_AllocLeaf(node, false);
+                       node->children[1] = Mod_SVBSP_AllocLeaf(node, false);
+                       VectorCopy(normal, node->normal);
+                       node->dist = dist;
+               }
+               else if (constructmode == 1)
+               {
+                       // mark dark leafs
+                       node->dark = true;
+               }
+               else
+               {
+                       // link polygons into lit leafs only (this is the optimization)
+                       if (!node->dark)
+                       {
+                               poly = Mem_Alloc(loadmodel->mempool, sizeof(svbsppolygon_t) + numverts * sizeof(float[3]));
+                               poly->numverts = numverts;
+                               poly->verts = (float *)(poly + 1);
+                               VectorCopy(normal, poly->normal);
+                               poly->dist = dist;
+                               memcpy(poly->verts, verts, numverts * sizeof(float[3]));
+                               poly->next = node->polygons;
+                               node->polygons = poly;
+                       }
+               }
+       }
+       else
+       {
+               counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
+               for (i = 0, v = verts;i < numverts;i++, v += 3)
+               {
+                       dists[i] = DotProduct(v, node->normal) - node->dist;
+                       if (dists[i] >= 0.1)
+                               sides[i] = SIDE_FRONT;
+                       else if (dists[i] <= -0.1)
+                               sides[i] = SIDE_BACK;
+                       else
+                               sides[i] = SIDE_ON;
+                       counts[sides[i]]++;
+               }
+               if (counts[SIDE_FRONT] && counts[SIDE_BACK])
+               {
+                       // some front, some back...  sliced
+                       numvertsfront = 0;
+                       numvertsback = 0;
+                       // this is excessive, but nice for safety...
+                       maxverts = numverts + 4;
+                       vertsfront = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                       vertsback = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                       for (i = 0, j = numverts - 1;i < numverts;j = i, i++)
+                       {
+                               if (sides[j] == SIDE_FRONT)
+                               {
+                                       VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
+                                       numvertsfront++;
+                                       if (sides[i] == SIDE_BACK)
+                                       {
+                                               d = dists[j] / (dists[j] - dists[i]);
+                                               VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
+                                               VectorMA(&verts[j * 3], d, temp, temp);
+                                               VectorCopy(temp, &vertsfront[numvertsfront * 3]);
+                                               VectorCopy(temp, &vertsback[numvertsback * 3]);
+                                               numvertsfront++;
+                                               numvertsback++;
+                                       }
+                               }
+                               else if (sides[j] == SIDE_BACK)
+                               {
+                                       VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
+                                       numvertsback++;
+                                       if (sides[i] == SIDE_FRONT)
+                                       {
+                                               d = dists[j] / (dists[j] - dists[i]);
+                                               VectorSubtract(&verts[i * 3], &verts[j * 3], temp);
+                                               VectorMA(&verts[j * 3], d, temp, temp);
+                                               VectorCopy(temp, &vertsfront[numvertsfront * 3]);
+                                               VectorCopy(temp, &vertsback[numvertsback * 3]);
+                                               numvertsfront++;
+                                               numvertsback++;
+                                       }
+                               }
+                               else
+                               {
+                                       VectorCopy(&verts[j * 3], &vertsfront[numvertsfront * 3]);
+                                       VectorCopy(&verts[j * 3], &vertsback[numvertsback * 3]);
+                                       numvertsfront++;
+                                       numvertsback++;
+                               }
+                       }
+                       Mod_SVBSP_RecursiveAddPolygon(node->children[1], numvertsfront, vertsfront, normal, dist, constructmode);
+                       Mod_SVBSP_RecursiveAddPolygon(node->children[0], numvertsback, vertsback, normal, dist, constructmode);
+                       Mem_Free(vertsfront);
+                       Mem_Free(vertsback);
+               }
+               else if (counts[SIDE_BACK])
+                       Mod_SVBSP_RecursiveAddPolygon(node->children[0], numverts, verts, normal, dist, constructmode);
+               else if (counts[SIDE_FRONT])
+                       Mod_SVBSP_RecursiveAddPolygon(node->children[1], numverts, verts, normal, dist, constructmode);
+               else
+               {
+                       // mode 0 is constructing tree, don't make unnecessary splits
+                       if (constructmode == 1)
+                       {
+                               // marking dark leafs
+                               // send it down the side it is not facing
+                               Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) < 0], numverts, verts, normal, dist, constructmode);
+                       }
+                       else if (constructmode == 2)
+                       {
+                               // linking polygons into lit leafs only
+                               // send it down the side it is facing
+                               Mod_SVBSP_RecursiveAddPolygon(node->children[DotProduct(node->normal, normal) >= 0], numverts, verts, normal, dist, constructmode);
+                       }
+               }
+       }
+}
+
+int svbsp_count_nodes;
+int svbsp_count_leafs;
+int svbsp_count_polygons;
+int svbsp_count_darkleafs;
+int svbsp_count_originalpolygons;
+int svbsp_count_meshs;
+int svbsp_count_triangles;
+int svbsp_count_vertices;
+
+void Mod_SVBSP_AddPolygon(svbspnode_t *root, int numverts, float *verts, int constructmode, float *test, int linenumber)
+{
+       int i;
+       float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
+       svbsp_count_originalpolygons++;
+       for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
+       {
+               VectorSubtract(v0, v1, dir0);
+               VectorSubtract(v2, v1, dir1);
+               CrossProduct(dir0, dir1, normal);
+               if (DotProduct(normal, normal) >= 0.1)
+                       break;
+       }
+       if (i == numverts)
+               return;
+       VectorNormalize(normal);
+       dist = DotProduct(verts, normal);
+       if (test && DotProduct(test, normal) > dist + 0.1)
+               Con_Printf("%i %f %f %f %f : %f %f %f %f\n", linenumber, normal[0], normal[1], normal[2], dist, test[0], test[1], test[2], DotProduct(test, normal));
+       Mod_SVBSP_RecursiveAddPolygon(root, numverts, verts, normal, dist, constructmode);
+}
+
+void Mod_SVBSP_RecursiveGatherStats(svbspnode_t *node)
+{
+       svbsppolygon_t *poly;
+       for (poly = node->polygons;poly;poly = poly->next)
+               svbsp_count_polygons++;
+       if (node->isleaf)
+       {
+               svbsp_count_leafs++;
+               if (node->dark)
+                       svbsp_count_darkleafs++;
+       }
+       else
+       {
+               svbsp_count_nodes++;
+               Mod_SVBSP_RecursiveGatherStats(node->children[0]);
+               Mod_SVBSP_RecursiveGatherStats(node->children[1]);
+       }
+}
+
+svbspmesh_t *Mod_SVBSP_AllocMesh(int maxverts)
+{
+       svbspmesh_t *mesh;
+       mesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + maxverts * sizeof(float[4]) + maxverts * sizeof(int[3]));
+       mesh->maxverts = maxverts;
+       mesh->maxtriangles = maxverts;
+       mesh->numverts = 0;
+       mesh->numtriangles = 0;
+       mesh->verts = (float *)(mesh + 1);
+       mesh->elements = (int *)(mesh->verts + mesh->maxverts * 4);
+       return mesh;
+}
+
+svbspmesh_t *Mod_SVBSP_ReAllocMesh(svbspmesh_t *oldmesh)
+{
+       svbspmesh_t *newmesh;
+       newmesh = Mem_Alloc(loadmodel->mempool, sizeof(svbspmesh_t) + oldmesh->numverts * sizeof(float[4]) + oldmesh->numtriangles * sizeof(int[3]));
+       newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
+       newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
+       newmesh->verts = (float *)(newmesh + 1);
+       newmesh->elements = (int *)(newmesh->verts + newmesh->maxverts * 4);
+       memcpy(newmesh->verts, oldmesh->verts, newmesh->numverts * sizeof(float[4]));
+       memcpy(newmesh->elements, oldmesh->elements, newmesh->numtriangles * sizeof(int[3]));
+       return newmesh;
+}
+
+void Mod_SVBSP_RecursiveBuildTriangleMeshs(svbspmesh_t *firstmesh, svbspnode_t *node)
+{
+       svbsppolygon_t *poly;
+       svbspmesh_t *mesh;
+       int i, j, k;
+       float *v, *m, temp[3];
+       if (node->isleaf)
+       {
+               for (poly = node->polygons;poly;poly = poly->next)
+               {
+                       mesh = firstmesh;
+                       while (poly->numverts + mesh->numverts > mesh->maxverts || (poly->numverts - 2) + mesh->numtriangles > mesh->maxtriangles)
+                       {
+                               if (mesh->next == NULL)
+                                       mesh->next = Mod_SVBSP_AllocMesh(max(1000, poly->numverts));
+                               mesh = mesh->next;
+                       }
+                       for (i = 0, v = poly->verts;i < poly->numverts - 2;i++, v += 3)
+                       {
+                               for (k = 0;k < 3;k++)
+                               {
+                                       if (k == 0)
+                                               v = poly->verts;
+                                       else if (k == 1)
+                                               v = poly->verts + (i + 1) * 3;
+                                       else if (k == 2)
+                                               v = poly->verts + (i + 2) * 3;
+                                       for (j = 0, m = mesh->verts;j < mesh->numverts;j++, m += 4)
+                                       {
+                                               VectorSubtract(v, m, temp);
+                                               if (DotProduct(temp, temp) < 0.1)
+                                                       break;
+                                       }
+                                       if (j == mesh->numverts)
+                                       {
+                                               mesh->numverts++;
+                                               VectorCopy(v, m);
+                                       }
+                                       mesh->elements[mesh->numtriangles * 3 + k] = j;
+                               }
+                               mesh->numtriangles++;
+                       }
+               }
+       }
+       else
+       {
+               Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[0]);
+               Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, node->children[1]);
+       }
+}
+
+svbspmesh_t *Mod_SVBSP_BuildTriangleMeshs(svbspnode_t *root, vec3_t mins, vec3_t maxs)
+{
+       svbspmesh_t *firstmesh, *mesh, *newmesh, *nextmesh;
+       int i;
+       float *v;
+       firstmesh = Mod_SVBSP_AllocMesh(1000);
+       Mod_SVBSP_RecursiveBuildTriangleMeshs(firstmesh, root);
+       // reallocate meshs to conserve space
+       for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
+       {
+               svbsp_count_meshs++;
+               svbsp_count_triangles += mesh->numtriangles;
+               svbsp_count_vertices += mesh->numverts;
+
+               // calculate bbox
+               if (firstmesh == NULL)
+               {
+                       VectorCopy(mesh->verts, mins);
+                       VectorCopy(mesh->verts, maxs);
+               }
+               for (i = 0, v = mesh->verts;i < mesh->numverts;i++, v += 4)
+               {
+                       if (mins[0] > v[0]) mins[0] = v[0];if (maxs[0] < v[0]) maxs[0] = v[0];
+                       if (mins[1] > v[1]) mins[1] = v[1];if (maxs[1] < v[1]) maxs[1] = v[1];
+                       if (mins[2] > v[2]) mins[2] = v[2];if (maxs[2] < v[2]) maxs[2] = v[2];
+               }
+
+               nextmesh = mesh->next;
+               newmesh = Mod_SVBSP_ReAllocMesh(mesh);
+               newmesh->next = firstmesh;
+               firstmesh = newmesh;
+               Mem_Free(mesh);
+       }
+       return firstmesh;
+}
+
+void Mod_SVBSP_FreeTriangleMeshs(svbspmesh_t *mesh)
+{
+       svbspmesh_t *nextmesh;
+       for (;mesh;mesh = nextmesh)
+       {
+               nextmesh = mesh->next;
+               Mem_Free(mesh);
+       }
+}
+*/
+
+typedef struct svpolygon_s
+{
+       struct svpolygon_s *next;
+       int maxverts;
+       int numverts;
+       float *verts;
+       float normal[3], dist;
+}
+svpolygon_t;
+
+typedef struct svbrush_s
+{
+       struct svbrush_s *next;
+       svpolygon_t *polygons;
+       vec3_t mins, maxs;
+}
+svbrush_t;
+
+typedef struct svworld_s
+{
+       svbrush_t *brushs;
+}
+svworld_t;
+
+svworld_t *Mod_ShadowBrush_NewWorld(mempool_t *mempool)
+{
+       return Mem_Alloc(mempool, sizeof(svworld_t));
+}
+
+void Mod_ShadowBrush_FreeWorld(svworld_t *world)
+{
+       svbrush_t *brush, *brushnext;
+       svpolygon_t *poly, *polynext;
+       for (brush = world->brushs;brush;brush = brushnext)
+       {
+               brushnext = brush->next;
+               for (poly = brush->polygons;poly;poly = polynext)
+               {
+                       polynext = poly->next;
+                       Mem_Free(poly);
+               }
+               Mem_Free(brush);
+       }
+       Mem_Free(world);
+}
+
+svbrush_t *Mod_ShadowBrush_BeginBrush(mempool_t *mempool)
+{
+       return Mem_Alloc(mempool, sizeof(svbrush_t));
+}
+
+void Mod_ShadowBrush_AddPolygon(mempool_t *mempool, svbrush_t *brush, int numverts, float *verts)
+{
+       int i;
+       float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
+       svpolygon_t *poly;
+       for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
+       {
+               VectorSubtract(v0, v1, dir0);
+               VectorSubtract(v2, v1, dir1);
+               CrossProduct(dir0, dir1, normal);
+               if (DotProduct(normal, normal) >= 0.1)
+                       break;
+       }
+       if (i == numverts)
+               return;
+       VectorNormalize(normal);
+       dist = DotProduct(verts, normal);
+
+       poly = Mem_Alloc(mempool, sizeof(svpolygon_t) + numverts * sizeof(float[3]));
+       poly->numverts = numverts;
+       poly->verts = (float *)(poly + 1);
+       VectorCopy(normal, poly->normal);
+       poly->dist = dist;
+       poly->next = brush->polygons;
+       brush->polygons = poly;
+       memcpy(poly->verts, verts, numverts * sizeof(float[3]));
+}
+
+void Mod_ShadowBrush_AddPolygonI(mempool_t *mempool, svbrush_t *brush, int numverts, float *verts)
+{
+       int i;
+       float normal[3], dist, dir0[3], dir1[3], *v0, *v1, *v2;
+       svpolygon_t *poly;
+       for (i = 0, v0 = verts + (numverts - 2) * 3, v1 = verts + (numverts - 1) * 3, v2 = verts;i < numverts;i++, v0 = v1, v1 = v2, v2 += 3)
+       {
+               VectorSubtract(v0, v1, dir0);
+               VectorSubtract(v2, v1, dir1);
+               CrossProduct(dir0, dir1, normal);
+               if (DotProduct(normal, normal) >= 0.1)
+                       break;
+       }
+       if (i == numverts)
+               return;
+       VectorNormalize(normal);
+       dist = DotProduct(verts, normal);
+       VectorNegate(normal, normal);
+       dist = -dist;
+
+       poly = Mem_Alloc(mempool, sizeof(svpolygon_t) + numverts * sizeof(float[3]));
+       poly->numverts = numverts;
+       poly->verts = (float *)(poly + 1);
+       VectorCopy(normal, poly->normal);
+       poly->dist = dist;
+       poly->next = brush->polygons;
+       brush->polygons = poly;
+       for (i = 0, v0 = verts + (numverts - 1) * 3, v1 = poly->verts;i < numverts;i++, v0 -= 3, v1 += 3)
+               VectorCopy(v0, v1);
+}
+
+void Mod_ShadowBrush_EndBrush(svworld_t *world, svbrush_t *brush)
+{
+       int i;
+       float *v;
+       svpolygon_t *poly;
+       if (!brush->polygons)
+       {
+               Mem_Free(brush);
+               return;
+       }
+       brush->next = world->brushs;
+       world->brushs = brush;
+       VectorCopy(brush->polygons->verts, brush->mins);
+       VectorCopy(brush->polygons->verts, brush->maxs);
+       for (poly = brush->polygons;poly;poly = poly->next)
+       {
+               for (i = 0, v = poly->verts;i < poly->numverts;i++, v += 3)
+               {
+                       if (brush->mins[0] > v[0]) brush->mins[0] = v[0];if (brush->maxs[0] < v[0]) brush->maxs[0] = v[0];
+                       if (brush->mins[1] > v[1]) brush->mins[1] = v[1];if (brush->maxs[1] < v[1]) brush->maxs[1] = v[1];
+                       if (brush->mins[2] > v[2]) brush->mins[2] = v[2];if (brush->maxs[2] < v[2]) brush->maxs[2] = v[2];
+               }
+       }
+}
+
+void Mod_ShadowBrush_ProcessWorld(mempool_t *mempool, svworld_t *world)
+{
+       /*
+       for (clipbrush = world->brushs;clipbrush;clipbrush = clipbrush->next)
+       {
+               for (brush = world->brushs;brush;brush = brush->next)
+               {
+                       if (brush != clipbrush
+                        && brush->mins[0] <= clipbrush->maxs[0]
+                        && brush->maxs[0] >= clipbrush->mins[0]
+                        && brush->mins[1] <= clipbrush->maxs[1]
+                        && brush->maxs[1] >= clipbrush->mins[1]
+                        && brush->mins[2] <= clipbrush->maxs[2]
+                        && brush->maxs[2] >= clipbrush->mins[2])
+                               continue;
+                       for (poly = brush->polygons;poly;poly = poly->next)
+                       {
+
+                       }
+               }
+       }
+       */
+}
+
+shadowmesh_t *Mod_ShadowBrush_BuildMeshs(mempool_t *mempool, svworld_t *world)
+{
+       shadowmesh_t *mesh;
+       svbrush_t *brush;
+       svpolygon_t *poly;
+       mesh = Mod_ShadowMesh_Begin(mempool);
+       for (brush = world->brushs;brush;brush = brush->next)
+               for (poly = brush->polygons;poly;poly = poly->next)
+                       Mod_ShadowMesh_AddPolygon(mempool, mesh, poly->numverts, poly->verts);
+       mesh = Mod_ShadowMesh_Finish(mempool, mesh);
+       return mesh;
+}
+
+void Mod_ProcessLightList(void)
+{
+       int j, k, *mark, lnum;
+       mlight_t *e;
+       msurface_t *surf;
+       float dist;
+       mleaf_t *leaf;
+       qbyte *pvs;
+       for (lnum = 0, e = loadmodel->lights;lnum < loadmodel->numlights;lnum++, e++)
+       {
+               e->cullradius2 = DotProduct(e->light, e->light) / (e->falloff * e->falloff * 8192.0f * 8192.0f);// + 4096.0f;
+               if (e->cullradius2 > 4096.0f * 4096.0f)
+                       e->cullradius2 = 4096.0f * 4096.0f;
+               e->cullradius = e->lightradius = sqrt(e->cullradius2);
+               leaf = Mod_PointInLeaf(e->origin, loadmodel);
+               if (leaf->compressed_vis)
+                       pvs = Mod_DecompressVis (leaf->compressed_vis, loadmodel);
+               else
+                       pvs = mod_novis;
+               for (j = 0;j < loadmodel->numsurfaces;j++)
+                       loadmodel->surfacevisframes[j] = -1;
+               for (j = 0, leaf = loadmodel->leafs + 1;j < loadmodel->numleafs - 1;j++, leaf++)
+               {
+                       if (pvs[j >> 3] & (1 << (j & 7)))
+                       {
+                               for (k = 0, mark = leaf->firstmarksurface;k < leaf->nummarksurfaces;k++, mark++)
+                               {
+                                       surf = loadmodel->surfaces + *mark;
+                                       if (surf->number != *mark)
+                                               Con_Printf("%d != %d\n", surf->number, *mark);
+                                       dist = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               dist = -dist;
+                                       if (dist > 0 && dist < e->cullradius)
+                                               loadmodel->surfacevisframes[*mark] = -2;
+                               }
+                       }
+               }
+               // build list of light receiving surfaces
+               e->numsurfaces = 0;
+               for (j = 0;j < loadmodel->numsurfaces;j++)
+                       if (loadmodel->surfacevisframes[j] == -2)
+                               e->numsurfaces++;
+               e->surfaces = NULL;
+               if (e->numsurfaces > 0)
+               {
+                       e->surfaces = Mem_Alloc(loadmodel->mempool, sizeof(msurface_t *) * e->numsurfaces);
+                       e->numsurfaces = 0;
+                       for (j = 0;j < loadmodel->numsurfaces;j++)
+                               if (loadmodel->surfacevisframes[j] == -2)
+                                       e->surfaces[e->numsurfaces++] = loadmodel->surfaces + j;
+               }
+#if 1
+               {
+               // find bounding box and sphere of lit surfaces
+               // (these will be used for creating a shape to clip the light)
+               float *v, temp[3], radius2;
+               radius2 = 0;
+               for (j = 0;j < e->numsurfaces;j++)
+               {
+                       surf = e->surfaces[j];
+                       if (j == 0)
+                       {
+                               VectorCopy(surf->poly_verts, e->mins);
+                               VectorCopy(surf->poly_verts, e->maxs);
+                       }
+                       for (k = 0, v = surf->poly_verts;k < surf->poly_numverts;k++, v += 3)
+                       {
+                               if (e->mins[0] > v[0]) e->mins[0] = v[0];if (e->maxs[0] < v[0]) e->maxs[0] = v[0];
+                               if (e->mins[1] > v[1]) e->mins[1] = v[1];if (e->maxs[1] < v[1]) e->maxs[1] = v[1];
+                               if (e->mins[2] > v[2]) e->mins[2] = v[2];if (e->maxs[2] < v[2]) e->maxs[2] = v[2];
+                               VectorSubtract(v, e->origin, temp);
+                               dist = DotProduct(temp, temp);
+                               if (radius2 < dist)
+                                       radius2 = dist;
+                       }
+               }
+               if (e->cullradius2 > radius2)
+               {
+                       e->cullradius2 = radius2;
+                       e->cullradius = sqrt(e->cullradius2);
+               }
+               }
+#endif
+#if 1
+               e->mins[0] = e->origin[0] - e->cullradius;
+               e->maxs[0] = e->origin[0] + e->cullradius;
+               e->mins[1] = e->origin[1] - e->cullradius;
+               e->maxs[1] = e->origin[1] + e->cullradius;
+               e->mins[2] = e->origin[2] - e->cullradius;
+               e->maxs[2] = e->origin[2] + e->cullradius;
+#endif
+#if 1
+               // clip shadow volumes against eachother to remove unnecessary
+               // polygons (and sections of polygons)
+               {
+                       vec3_t temp;
+                       //vec3_t polymins, polymaxs;
+                       int maxverts = 4;
+                       float *verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                       float f, *v0, *v1, projectdistance;
+                       svworld_t *svworld;
+                       svbrush_t *svbrush;
+
+                       svworld = Mod_ShadowBrush_NewWorld(loadmodel->mempool);
+#if 0
+                       {
+                       vec3_t outermins, outermaxs, innermins, innermaxs;
+                       innermins[0] = e->mins[0] - 1;
+                       innermins[1] = e->mins[1] - 1;
+                       innermins[2] = e->mins[2] - 1;
+                       innermaxs[0] = e->maxs[0] + 1;
+                       innermaxs[1] = e->maxs[1] + 1;
+                       innermaxs[2] = e->maxs[2] + 1;
+                       outermins[0] = loadmodel->normalmins[0] - 1;
+                       outermins[1] = loadmodel->normalmins[1] - 1;
+                       outermins[2] = loadmodel->normalmins[2] - 1;
+                       outermaxs[0] = loadmodel->normalmaxs[0] + 1;
+                       outermaxs[1] = loadmodel->normalmaxs[1] + 1;
+                       outermaxs[2] = loadmodel->normalmaxs[2] + 1;
+                       // add bounding box around the whole shadow volume set,
+                       // facing inward to limit light area, with an outer bounding box
+                       // facing outward (this is needed by the shadow rendering method)
+                       // X major
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermaxs[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermaxs[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermaxs[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermaxs[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // X minor
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermins[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermins[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermins[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermins[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // Y major
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermins[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermins[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermaxs[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermaxs[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // Y minor
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermins[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermins[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermaxs[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermaxs[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // Z major
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermaxs[0];verts[ 1] = innermins[1];verts[ 2] = innermaxs[2];
+                       verts[ 3] = innermaxs[0];verts[ 4] = innermaxs[1];verts[ 5] = innermaxs[2];
+                       verts[ 6] = innermins[0];verts[ 7] = innermaxs[1];verts[ 8] = innermaxs[2];
+                       verts[ 9] = innermins[0];verts[10] = innermins[1];verts[11] = innermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermaxs[0];verts[ 1] = outermaxs[1];verts[ 2] = outermaxs[2];
+                       verts[ 3] = outermaxs[0];verts[ 4] = outermins[1];verts[ 5] = outermaxs[2];
+                       verts[ 6] = outermins[0];verts[ 7] = outermins[1];verts[ 8] = outermaxs[2];
+                       verts[ 9] = outermins[0];verts[10] = outermaxs[1];verts[11] = outermaxs[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       // Z minor
+                       svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+                       verts[ 0] = innermaxs[0];verts[ 1] = innermaxs[1];verts[ 2] = innermins[2];
+                       verts[ 3] = innermaxs[0];verts[ 4] = innermins[1];verts[ 5] = innermins[2];
+                       verts[ 6] = innermins[0];verts[ 7] = innermins[1];verts[ 8] = innermins[2];
+                       verts[ 9] = innermins[0];verts[10] = innermaxs[1];verts[11] = innermins[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       verts[ 0] = outermaxs[0];verts[ 1] = outermins[1];verts[ 2] = outermins[2];
+                       verts[ 3] = outermaxs[0];verts[ 4] = outermaxs[1];verts[ 5] = outermins[2];
+                       verts[ 6] = outermins[0];verts[ 7] = outermaxs[1];verts[ 8] = outermins[2];
+                       verts[ 9] = outermins[0];verts[10] = outermins[1];verts[11] = outermins[2];
+                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                       Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       }
+#endif
+#define SHADOWCASTFRONT 1
+#if SHADOWCASTFRONT
+                       for (j = 0;j < e->numsurfaces;j++)
+                       {
+                               surf = e->surfaces[j];
+#else
+                       for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
+                       {
+#endif
+                               if (!(surf->flags & SURF_CLIPSOLID))
+                                       continue;
+                               f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                               if (surf->flags & SURF_PLANEBACK)
+                                       f = -f;
+#if SHADOWCASTFRONT
+                               projectdistance = e->cullradius - f;
+#else
+                               projectdistance = e->cullradius + f;
+#endif
+                               if (projectdistance < 0.1 || projectdistance > e->cullradius)
+                                       continue;
+                               VectorSubtract(e->origin, surf->poly_center, temp);
+                               if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+                                       continue;
+                               /*
+                               VectorCopy(surf->poly_verts, polymins);
+                               VectorCopy(surf->poly_verts, polymaxs);
+                               for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
+                               {
+                                       if (polymins[0] > v0[0]) polymins[0] = v0[0];if (polymaxs[0] < v0[0]) polymaxs[0] = v0[0];
+                                       if (polymins[1] > v0[1]) polymins[1] = v0[1];if (polymaxs[1] < v0[1]) polymaxs[1] = v0[1];
+                                       if (polymins[2] > v0[2]) polymins[2] = v0[2];if (polymaxs[2] < v0[2]) polymaxs[2] = v0[2];
+                               }
+                               if (polymins[0] > e->maxs[0] || polymaxs[0] < e->mins[0]
+                                || polymins[1] > e->maxs[1] || polymaxs[1] < e->mins[1]
+                                || polymins[2] > e->maxs[2] || polymaxs[2] < e->mins[2])
+                                       continue;
+                               */
+                               if (maxverts < surf->poly_numverts)
+                               {
+                                       maxverts = surf->poly_numverts;
+                                       if (verts)
+                                               Mem_Free(verts);
+                                       verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                               }
+                               svbrush = Mod_ShadowBrush_BeginBrush(loadmodel->mempool);
+#if SHADOWCASTFRONT
+                               // copy the original polygon, for the front cap of the volume
+                               for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+                                       VectorCopy(v0, v1);
+                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+                               // project the original polygon, reversed, for the back cap of the volume
+                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+                               {
+                                       VectorSubtract(v0, e->origin, temp);
+                                       VectorNormalize(temp);
+                                       VectorMA(v0, projectdistance, temp, v1);
+                               }
+                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+                               // project the shadow volume sides
+                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+                               {
+                                       VectorCopy(v1, &verts[0]);
+                                       VectorCopy(v0, &verts[3]);
+                                       VectorCopy(v0, &verts[6]);
+                                       VectorCopy(v1, &verts[9]);
+                                       VectorSubtract(&verts[6], e->origin, temp);
+                                       VectorNormalize(temp);
+                                       VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+                                       VectorSubtract(&verts[9], e->origin, temp);
+                                       VectorNormalize(temp);
+                                       VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+                                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                               }
+#else
+                               // copy the original polygon, reversed, for the front cap of the volume
+                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+                                       VectorCopy(v0, v1);
+                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+                               // project the original polygon, for the back cap of the volume
+                               for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+                               {
+                                       VectorSubtract(v0, e->origin, temp);
+                                       VectorNormalize(temp);
+                                       VectorMA(v0, projectdistance, temp, v1);
+                               }
+                               Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, surf->poly_numverts, verts);
+                               // project the shadow volume sides
+                               for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+                               {
+                                       VectorCopy(v0, &verts[0]);
+                                       VectorCopy(v1, &verts[3]);
+                                       VectorCopy(v1, &verts[6]);
+                                       VectorCopy(v0, &verts[9]);
+                                       VectorSubtract(&verts[6], e->origin, temp);
+                                       VectorNormalize(temp);
+                                       VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+                                       VectorSubtract(&verts[9], e->origin, temp);
+                                       VectorNormalize(temp);
+                                       VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+                                       Mod_ShadowBrush_AddPolygon(loadmodel->mempool, svbrush, 4, verts);
+                               }
+#endif
+                               Mod_ShadowBrush_EndBrush(svworld, svbrush);
+                       }
+                       // clip away hidden polygons
+                       Mod_ShadowBrush_ProcessWorld(loadmodel->mempool, svworld);
+                       // build the triangle mesh
+                       e->shadowvolume = Mod_ShadowBrush_BuildMeshs(loadmodel->mempool, svworld);
+                       Mod_ShadowBrush_FreeWorld(svworld);
+               }
+#elif 0
+               // build svbsp (shadow volume bsp)
+               {
+                       int maxverts = 0, constructmode;
+                       float *verts = NULL, projectdistance, *v0, *v1, f, temp[3];
+                       svbspnode_t *svbsproot;
+                       svbsproot = Mod_SVBSP_NewTree();
+                       // we do this in three stages:
+                       // 1. construct the svbsp structure
+                       // 2. mark which leafs are dark (shadow)
+                       // 3. link polygons into only leafs that are not dark
+                       // this results in polygons that are only on the outside of the
+                       // shadow volume, removing polygons that are inside the shadow
+                       // volume (which waste time)
+                       for (constructmode = 0;constructmode < 3;constructmode++)
+                       {
+                               svbsp_count_originalpolygons = 0;
+#if 1
+                               for (j = 0, surf = loadmodel->surfaces + loadmodel->firstmodelsurface;j < loadmodel->nummodelsurfaces;j++, surf++)
+                               {
+                                       if (!(surf->flags & SURF_SHADOWCAST))
+                                               continue;
+                                       /*
+                                       if (surf->poly_maxs[0] < e->mins[0]
+                                        || surf->poly_mins[0] > e->maxs[0]
+                                        || surf->poly_maxs[1] < e->mins[1]
+                                        || surf->poly_mins[1] > e->maxs[1]
+                                        || surf->poly_maxs[2] < e->mins[2]
+                                        || surf->poly_mins[2] > e->maxs[2])
+                                               continue;
+                                       */
+                                       f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               f = -f;
+                                       projectdistance = e->cullradius + f;
+                                       if (projectdistance < 0.1 || projectdistance > e->cullradius)
+                                               continue;
+                                       /*
+                                       // find the nearest vertex of the projected volume
+                                       for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
+                                       {
+                                               VectorSubtract(v0, e->origin, temp);
+                                               VectorNormalize(temp);
+                                               if (maxdist00 > v0[0] - e->origin[0]) maxdist00 = v0[0] - e->origin[0];
+                                               if (maxdist01 < e->origin[0] - v0[0]) maxdist01 = e->origin[0] - v0[0];
+                                               if (maxdist10 > v0[1] - e->origin[1]) maxdist10 = v0[1] - e->origin[1];
+                                               if (maxdist11 < e->origin[1] - v0[1]) maxdist11 = e->origin[1] - v0[1];
+                                               if (maxdist20 > v0[2] - e->origin[2]) maxdist20 = v0[2] - e->origin[2];
+                                               if (maxdist21 < e->origin[2] - v0[2]) maxdist21 = e->origin[2] - v0[2];
+                                               dist =
+
+                                               dist = DotProduct(temp, temp);
+                                               if (bestdist > dist)
+                                               {
+                                                       bestdist = dist;
+                                                       VectorCopy(temp, bestvec);
+                                               }
+                                       }
+                                       projectdistance = e->cullradius - sqrt(bestdist);
+                                       if (projectdistance < 0.1)
+                                               continue;
+                                       for (k = 0, v0 = surf->poly_verts;k < surf->poly_numverts;k++, v0 += 3)
+                                       {
+                                               VectorNormalize(temp);
+                                               if (temp[0] > 0)
+                                               {
+                                                       dist = (e->maxs[0] - e->origin[0]) / temp[0];
+                                                       if (maxdist >
+                                               }
+                                               else if (temp[0] < 0)
+                                                       dist = (e->mins[0] - e->origin[0]) / temp[0];
+                                               dist =
+                                               VectorMA(v0, projectdistance, temp, temp);
+                                               dist = (temp[0]
+                                               VectorSubtract(temp, e->origin,
+                                       }
+                                       */
+                                       VectorSubtract(e->origin, surf->poly_center, temp);
+                                       if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+                                               continue;
+                                       if (maxverts < surf->poly_numverts)
+                                       {
+                                               maxverts = surf->poly_numverts;
+                                               if (verts)
+                                                       Mem_Free(verts);
+                                               verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                                       }
+                                       // copy the original polygon, reversed, for the front cap of the volume
+                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+                                               VectorCopy(v0, v1);
+                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+                                       // project the original polygon, for the back cap of the volume
+                                       for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+                                       {
+                                               VectorSubtract(v0, e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(v0, projectdistance, temp, v1);
+                                       }
+                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+                                       // project the shadow volume sides
+                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+                                       {
+                                               VectorCopy(v0, &verts[0]);
+                                               VectorCopy(v1, &verts[3]);
+                                               VectorCopy(v1, &verts[6]);
+                                               VectorCopy(v0, &verts[9]);
+                                               VectorSubtract(&verts[6], e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+                                               VectorSubtract(&verts[9], e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+                                               Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
+                                       }
+                               }
+#else
+                               for (j = 0;j < e->numsurfaces;j++)
+                               {
+                                       surf = e->surfaces[j];
+                                       if (!(surf->flags & SURF_SHADOWCAST))
+                                               continue;
+                                       f = DotProduct(e->origin, surf->plane->normal) - surf->plane->dist;
+                                       if (surf->flags & SURF_PLANEBACK)
+                                               f = -f;
+                                       projectdistance = e->cullradius - f;
+                                       if (projectdistance < 0.1 || projectdistance > e->cullradius)
+                                               continue;
+                                       VectorSubtract(e->origin, surf->poly_center, temp);
+                                       if (DotProduct(temp, temp) > (surf->poly_radius2 + e->cullradius2))
+                                               continue;
+                                       if (maxverts < surf->poly_numverts)
+                                       {
+                                               maxverts = surf->poly_numverts;
+                                               if (verts)
+                                                       Mem_Free(verts);
+                                               verts = Mem_Alloc(loadmodel->mempool, maxverts * sizeof(float[3]));
+                                       }
+                                       // copy the original polygon, for the front cap of the volume
+                                       for (k = 0, v0 = surf->poly_verts, v1 = verts;k < surf->poly_numverts;k++, v0 += 3, v1 += 3)
+                                               VectorCopy(v0, v1);
+                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+                                       // project the original polygon, reversed, for the back cap of the volume
+                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = verts;k < surf->poly_numverts;k++, v0 -= 3, v1 += 3)
+                                       {
+                                               VectorSubtract(v0, e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(v0, projectdistance, temp, v1);
+                                       }
+                                       Mod_SVBSP_AddPolygon(svbsproot, surf->poly_numverts, verts, constructmode, surf->poly_center, __LINE__);
+                                       // project the shadow volume sides
+                                       for (k = 0, v0 = surf->poly_verts + (surf->poly_numverts - 1) * 3, v1 = surf->poly_verts;k < surf->poly_numverts;k++, v0 = v1, v1 += 3)
+                                       {
+                                               VectorCopy(v1, &verts[0]);
+                                               VectorCopy(v0, &verts[3]);
+                                               VectorCopy(v0, &verts[6]);
+                                               VectorCopy(v1, &verts[9]);
+                                               VectorSubtract(&verts[6], e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(&verts[6], projectdistance, temp, &verts[6]);
+                                               VectorSubtract(&verts[9], e->origin, temp);
+                                               VectorNormalize(temp);
+                                               VectorMA(&verts[9], projectdistance, temp, &verts[9]);
+                                               Mod_SVBSP_AddPolygon(svbsproot, 4, verts, constructmode, surf->poly_center, __LINE__);
+                                       }
+                               }
+#endif
+                       }
+                       if (verts)
+                               Mem_Free(verts);
+
+                       svbsp_count_nodes = 0;
+                       svbsp_count_leafs = 0;
+                       svbsp_count_polygons = 0;
+                       svbsp_count_darkleafs = 0;
+                       svbsp_count_meshs = 0;
+                       svbsp_count_triangles = 0;
+                       svbsp_count_vertices = 0;
+                       e->shadowvolume = Mod_SVBSP_BuildTriangleMeshs(svbsproot, e->shadowvolumemins, e->shadowvolumemaxs);
+                       Mod_SVBSP_RecursiveGatherStats(svbsproot);
+                       Mod_SVBSP_FreeTree(svbsproot);
+                       Con_Printf("light %d (radius %d) has %d surfaces, svbsp contains %d nodes, %d leafs, %d are dark (%d%%), %d original polygons, %d polygons stored (%d%%), %d meshs %d vertices %d triangles\n", lnum, (int)e->cullradius, e->numsurfaces, svbsp_count_nodes, svbsp_count_leafs, svbsp_count_darkleafs, svbsp_count_leafs ? (100 * svbsp_count_darkleafs / svbsp_count_leafs) : 0, svbsp_count_originalpolygons, svbsp_count_polygons, svbsp_count_originalpolygons ? (100 * svbsp_count_polygons / svbsp_count_originalpolygons) : 0, svbsp_count_meshs, svbsp_count_triangles, svbsp_count_vertices);
+               }
+#endif
+       }
+}
+
+
 /*
 =================
 Mod_LoadVisibility
@@ -677,22 +1805,20 @@ static void Mod_LoadVisibility (lump_t *l)
 }
 
 // used only for HalfLife maps
-void Mod_ParseWadsFromEntityLump(char *data)
+void Mod_ParseWadsFromEntityLump(const char *data)
 {
        char key[128], value[4096];
        char wadname[128];
        int i, j, k;
        if (!data)
                return;
-       data = COM_Parse(data);
-       if (!data)
+       if (!COM_ParseToken(&data))
                return; // error
        if (com_token[0] != '{')
                return; // error
        while (1)
        {
-               data = COM_Parse(data);
-               if (!data)
+               if (!COM_ParseToken(&data))
                        return; // error
                if (com_token[0] == '}')
                        break; // end of worldspawn
@@ -702,8 +1828,7 @@ void Mod_ParseWadsFromEntityLump(char *data)
                        strcpy(key, com_token);
                while (key[strlen(key)-1] == ' ') // remove trailing spaces
                        key[strlen(key)-1] = 0;
-               data = COM_Parse(data);
-               if (!data)
+               if (!COM_ParseToken(&data))
                        return; // error
                strcpy(value, com_token);
                if (!strcmp("wad", key)) // for HalfLife maps
@@ -883,15 +2008,20 @@ static void Mod_LoadTexinfo (lump_t *l)
                        if ((unsigned int) miptex >= (unsigned int) loadmodel->numtextures)
                                Con_Printf ("error in model \"%s\": invalid miptex index %i (of %i)\n", loadmodel->name, miptex, loadmodel->numtextures);
                        else
-                               out->texture = loadmodel->textures[miptex];
+                               out->texture = loadmodel->textures + miptex;
                }
-               if (out->texture == NULL)
+               if (out->flags & TEX_SPECIAL)
                {
-                       // choose either the liquid notexture, or the normal notexture
-                       if (out->flags & TEX_SPECIAL)
-                               out->texture = loadmodel->textures[loadmodel->numtextures - 1];
-                       else
-                               out->texture = loadmodel->textures[loadmodel->numtextures - 2];
+                       // if texture chosen is NULL or the shader needs a lightmap,
+                       // force to notexture water shader
+                       if (out->texture == NULL || out->texture->shader->flags & SHADERFLAGS_NEEDLIGHTMAP)
+                               out->texture = loadmodel->textures + (loadmodel->numtextures - 1);
+               }
+               else
+               {
+                       // if texture chosen is NULL, force to notexture
+                       if (out->texture == NULL)
+                               out->texture = loadmodel->textures + (loadmodel->numtextures - 2);
                }
        }
 }
@@ -1106,10 +2236,29 @@ void Mod_GenerateWarpMesh (msurface_t *surf)
 }
 #endif
 
+surfmesh_t *Mod_AllocSurfMesh(int numverts, int numtriangles)
+{
+       surfmesh_t *mesh;
+       mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + numtriangles * sizeof(int[6]) + numverts * (4 + 4 + 4 + 4 + 4 + 4 + 4 + 1) * sizeof(float));
+       mesh->numverts = numverts;
+       mesh->numtriangles = numtriangles;
+       mesh->verts = (float *)(mesh + 1);
+       mesh->str = mesh->verts + mesh->numverts * 4;
+       mesh->uvw = mesh->str + mesh->numverts * 4;
+       mesh->abc = mesh->uvw + mesh->numverts * 4;
+       mesh->svectors = (float *)(mesh->abc + mesh->numverts * 4);
+       mesh->tvectors = mesh->svectors + mesh->numverts * 4;
+       mesh->normals = mesh->tvectors + mesh->numverts * 4;
+       mesh->lightmapoffsets = (int *)(mesh->normals + mesh->numverts * 4);
+       mesh->index = mesh->lightmapoffsets + mesh->numverts;
+       mesh->triangleneighbors = mesh->index + mesh->numtriangles * 3;
+       return mesh;
+}
+
 void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
 {
        int i, iu, iv, *index, smax, tmax;
-       float *in, s, t, u, v, ubase, vbase, uscale, vscale;
+       float *in, s, t, u, v, ubase, vbase, uscale, vscale, normal[3];
        surfmesh_t *mesh;
 
        smax = surf->extents[0] >> 4;
@@ -1130,27 +2279,19 @@ void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
                if (r_miplightmaps.integer)
                {
                        surf->lightmaptexturestride = (surf->extents[0]>>4)+1;
-                       surf->lightmaptexture = R_LoadTexture(loadmodel->texturepool, NULL, surf->lightmaptexturestride, (surf->extents[1]>>4)+1, NULL, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_MIPMAP | TEXF_PRECACHE);
+                       surf->lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, NULL, surf->lightmaptexturestride, (surf->extents[1]>>4)+1, NULL, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
                }
                else
                {
                        surf->lightmaptexturestride = R_CompatibleFragmentWidth((surf->extents[0]>>4)+1, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, 0);
-                       surf->lightmaptexture = R_LoadTexture(loadmodel->texturepool, NULL, surf->lightmaptexturestride, (surf->extents[1]>>4)+1, NULL, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FRAGMENT | TEXF_PRECACHE);
+                       surf->lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, NULL, surf->lightmaptexturestride, (surf->extents[1]>>4)+1, NULL, loadmodel->lightmaprgba ? TEXTYPE_RGBA : TEXTYPE_RGB, TEXF_FRAGMENT | TEXF_PRECACHE, NULL);
                }
                R_FragmentLocation(surf->lightmaptexture, NULL, NULL, &ubase, &vbase, &uscale, &vscale);
                uscale = (uscale - ubase) * 16.0 / ((surf->extents[0] & ~15) + 16);
                vscale = (vscale - vbase) * 16.0 / ((surf->extents[1] & ~15) + 16);
        }
 
-       surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[3]) + surf->poly_numverts * (4 + 2 + 2 + 2 + 1) * sizeof(float));
-       mesh->numverts = surf->poly_numverts;
-       mesh->numtriangles = surf->poly_numverts - 2;
-       mesh->verts = (float *)(mesh + 1);
-       mesh->st = mesh->verts + mesh->numverts * 4;
-       mesh->uv = mesh->st + mesh->numverts * 2;
-       mesh->ab = mesh->uv + mesh->numverts * 2;
-       mesh->lightmapoffsets = (int *)(mesh->ab + mesh->numverts * 2);
-       mesh->index = mesh->lightmapoffsets + mesh->numverts;
+       surf->mesh = mesh = Mod_AllocSurfMesh(surf->poly_numverts, surf->poly_numverts - 2);
 
        index = mesh->index;
        for (i = 0;i < mesh->numtriangles;i++)
@@ -1159,48 +2300,49 @@ void Mod_GenerateWallMesh (msurface_t *surf, int vertexonly)
                *index++ = i + 1;
                *index++ = i + 2;
        }
+       Mod_BuildTriangleNeighbors(mesh->triangleneighbors, mesh->index, mesh->numtriangles);
 
+       VectorCopy(surf->plane->normal, normal);
+       if (surf->flags & SURF_PLANEBACK)
+               VectorNegate(normal, normal);
        for (i = 0, in = surf->poly_verts;i < mesh->numverts;i++, in += 3)
        {
                s = DotProduct (in, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3];
                t = DotProduct (in, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3];
-               u = (s + 8 - surf->texturemins[0]) * (1.0 / 16.0) * uscale + ubase;
-               v = (t + 8 - surf->texturemins[1]) * (1.0 / 16.0) * vscale + vbase;
+               u = (s + 8 - surf->texturemins[0]) * (1.0 / 16.0);
+               v = (t + 8 - surf->texturemins[1]) * (1.0 / 16.0);
                // LordHavoc: calc lightmap data offset for vertex lighting to use
                iu = (int) u;
                iv = (int) v;
                iu = bound(0, iu, smax);
                iv = bound(0, iv, tmax);
+               u = u * uscale + ubase;
+               v = v * vscale + vbase;
 
                mesh->verts[i * 4 + 0] = in[0];
                mesh->verts[i * 4 + 1] = in[1];
                mesh->verts[i * 4 + 2] = in[2];
-               mesh->st[i * 2 + 0] = s / surf->texinfo->texture->width;
-               mesh->st[i * 2 + 1] = t / surf->texinfo->texture->height;
-               mesh->uv[i * 2 + 0] = u;
-               mesh->uv[i * 2 + 1] = v;
-               mesh->ab[i * 2 + 0] = s * (1.0f / 16.0f);
-               mesh->ab[i * 2 + 1] = t * (1.0f / 16.0f);
+               mesh->str[i * 4 + 0] = s / surf->texinfo->texture->width;
+               mesh->str[i * 4 + 1] = t / surf->texinfo->texture->height;
+               mesh->uvw[i * 4 + 0] = u;
+               mesh->uvw[i * 4 + 1] = v;
+               mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
+               mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
                mesh->lightmapoffsets[i] = ((iv * (smax+1) + iu) * 3);
        }
+       Mod_BuildTextureVectorsAndNormals(mesh->numverts, mesh->numtriangles, mesh->verts, mesh->str, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals);
 }
 
 void Mod_GenerateVertexMesh (msurface_t *surf)
 {
        int i, *index;
-       float *in, s, t;
+       float *in, s, t, normal[3];
        surfmesh_t *mesh;
 
        surf->lightmaptexturestride = 0;
        surf->lightmaptexture = NULL;
 
-       surf->mesh = mesh = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t) + (surf->poly_numverts - 2) * sizeof(int[3]) + surf->poly_numverts * (4 + 2 + 2) * sizeof(float));
-       mesh->numverts = surf->poly_numverts;
-       mesh->numtriangles = surf->poly_numverts - 2;
-       mesh->verts = (float *)(mesh + 1);
-       mesh->st = mesh->verts + mesh->numverts * 4;
-       mesh->ab = mesh->st + mesh->numverts * 2;
-       mesh->index = (int *)(mesh->ab + mesh->numverts * 2);
+       surf->mesh = mesh = Mod_AllocSurfMesh(surf->poly_numverts, surf->poly_numverts - 2);
 
        index = mesh->index;
        for (i = 0;i < mesh->numtriangles;i++)
@@ -1209,7 +2351,11 @@ void Mod_GenerateVertexMesh (msurface_t *surf)
                *index++ = i + 1;
                *index++ = i + 2;
        }
+       Mod_BuildTriangleNeighbors(mesh->triangleneighbors, mesh->index, mesh->numtriangles);
 
+       VectorCopy(surf->plane->normal, normal);
+       if (surf->flags & SURF_PLANEBACK)
+               VectorNegate(normal, normal);
        for (i = 0, in = surf->poly_verts;i < mesh->numverts;i++, in += 3)
        {
                s = (DotProduct (in, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3]);
@@ -1217,17 +2363,20 @@ void Mod_GenerateVertexMesh (msurface_t *surf)
                mesh->verts[i * 4 + 0] = in[0];
                mesh->verts[i * 4 + 1] = in[1];
                mesh->verts[i * 4 + 2] = in[2];
-               mesh->st[i * 2 + 0] = s / surf->texinfo->texture->width;
-               mesh->st[i * 2 + 1] = t / surf->texinfo->texture->height;
-               mesh->ab[i * 2 + 0] = s * (1.0f / 16.0f);
-               mesh->ab[i * 2 + 1] = t * (1.0f / 16.0f);
+               mesh->str[i * 4 + 0] = s / surf->texinfo->texture->width;
+               mesh->str[i * 4 + 1] = t / surf->texinfo->texture->height;
+               mesh->uvw[i * 4 + 0] = 0;
+               mesh->uvw[i * 4 + 1] = 0;
+               mesh->abc[i * 4 + 0] = s * (1.0f / 16.0f);
+               mesh->abc[i * 4 + 1] = t * (1.0f / 16.0f);
        }
+       Mod_BuildTextureVectorsAndNormals(mesh->numverts, mesh->numtriangles, mesh->verts, mesh->str, mesh->index, mesh->svectors, mesh->tvectors, mesh->normals);
 }
 
 void Mod_GenerateSurfacePolygon (msurface_t *surf)
 {
        int i, lindex;
-       float *vec, *vert, mins[3], maxs[3];
+       float *vec, *vert, mins[3], maxs[3], temp[3], dist;
 
        // convert edges back to a normal polygon
        surf->poly_numverts = surf->numedges;
@@ -1258,6 +2407,17 @@ void Mod_GenerateSurfacePolygon (msurface_t *surf)
        surf->poly_center[0] = (mins[0] + maxs[0]) * 0.5f;
        surf->poly_center[1] = (mins[1] + maxs[1]) * 0.5f;
        surf->poly_center[2] = (mins[2] + maxs[2]) * 0.5f;
+       surf->poly_radius2 = 0;
+       vert = surf->poly_verts;
+       for (i = 0;i < surf->poly_numverts;i++)
+       {
+               VectorSubtract(vert, surf->poly_center, temp);
+               dist = DotProduct(temp, temp);
+               if (surf->poly_radius2 < dist)
+                       surf->poly_radius2 = dist;
+               vert += 3;
+       }
+       surf->poly_radius = sqrt(surf->poly_radius2);
 }
 
 /*
@@ -1279,9 +2439,12 @@ static void Mod_LoadFaces (lump_t *l)
 
        loadmodel->surfaces = out;
        loadmodel->numsurfaces = count;
+       loadmodel->surfacevisframes = Mem_Alloc(loadmodel->mempool, count * sizeof(int));
+       loadmodel->surfacepvsframes = Mem_Alloc(loadmodel->mempool, count * sizeof(int));
 
        for (surfnum = 0;surfnum < count;surfnum++, in++, out++)
        {
+               out->number = surfnum;
                // FIXME: validate edges, texinfo, etc?
                out->firstedge = LittleLong(in->firstedge);
                out->numedges = LittleShort(in->numedges);
@@ -1308,8 +2471,6 @@ static void Mod_LoadFaces (lump_t *l)
 
                // force lightmap upload on first time seeing the surface
                out->cached_dlight = true;
-               out->cached_ambient = -1000;
-               out->cached_lightscalebit = -1000;
 
                CalcSurfaceExtents (out);
 
@@ -1328,86 +2489,21 @@ static void Mod_LoadFaces (lump_t *l)
                        out->samples = loadmodel->lightdata + (i * 3);
 
                Mod_GenerateSurfacePolygon(out);
-
-               if (out->texinfo->texture->flags & SURF_DRAWSKY)
+               if (out->texinfo->texture->shader == &Cshader_wall_lightmap)
                {
-                       out->shader = &Cshader_sky;
-                       out->samples = NULL;
-                       Mod_GenerateVertexMesh (out);
-               }
-               else if (out->texinfo->texture->flags & SURF_DRAWTURB)
-               {
-                       out->shader = &Cshader_water;
-                       out->samples = NULL;
-                       Mod_GenerateVertexMesh (out);
+                       if ((out->extents[0] >> 4) + 1 > (256) || (out->extents[1] >> 4) + 1 > (256))
+                               Host_Error ("Bad surface extents");
+                       Mod_GenerateWallMesh (out, false);
+                       // stainmap for permanent marks on walls
+                       out->stainsamples = Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
+                       // clear to white
+                       memset(out->stainsamples, 255, ssize * tsize * 3);
                }
                else
-               {
-                       if (!R_TextureHasAlpha(out->texinfo->texture->texture))
-                               out->flags |= SURF_CLIPSOLID;
-                       if (out->texinfo->flags & TEX_SPECIAL)
-                       {
-                               // qbsp couldn't find the texture for this surface, but it was either turb or sky...  assume turb
-                               out->shader = &Cshader_water;
-                               out->shader = &Cshader_water;
-                               out->samples = NULL;
-                               Mod_GenerateVertexMesh (out);
-                       }
-                       else if ((out->extents[0] >> 4) + 1 > (256) || (out->extents[1] >> 4) + 1 > (256))
-                       {
-                               Con_Printf ("Bad surface extents, converting to fullbright polygon");
-                               out->shader = &Cshader_wall_fullbright;
-                               out->samples = NULL;
-                               Mod_GenerateVertexMesh(out);
-                       }
-                       else
-                       {
-                               // stainmap for permanent marks on walls
-                               out->stainsamples = Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
-                               // clear to white
-                               memset(out->stainsamples, 255, ssize * tsize * 3);
-                               if (out->extents[0] < r_vertexsurfacesthreshold.integer && out->extents[1] < r_vertexsurfacesthreshold.integer)
-                               {
-                                       out->shader = &Cshader_wall_vertex;
-                                       Mod_GenerateWallMesh (out, true);
-                               }
-                               else
-                               {
-                                       out->shader = &Cshader_wall_lightmap;
-                                       Mod_GenerateWallMesh (out, false);
-                               }
-                       }
-               }
+                       Mod_GenerateVertexMesh (out);
        }
 }
 
-static model_t *sortmodel;
-
-static int Mod_SurfaceQSortCompare(const void *voida, const void *voidb)
-{
-       const msurface_t *a, *b;
-       a = *((const msurface_t **)voida);
-       b = *((const msurface_t **)voidb);
-       if (a->shader != b->shader)
-               return (qbyte *) a->shader - (qbyte *) b->shader;
-       if (a->texinfo->texture != b->texinfo->texture);
-               return a->texinfo->texture - b->texinfo->texture;
-       return 0;
-}
-
-static void Mod_BrushSortedSurfaces(model_t *model, mempool_t *pool)
-{
-       int surfnum;
-       sortmodel = model;
-       sortmodel->modelsortedsurfaces = Mem_Alloc(pool, sortmodel->nummodelsurfaces * sizeof(msurface_t *));
-       for (surfnum = 0;surfnum < sortmodel->nummodelsurfaces;surfnum++)
-               sortmodel->modelsortedsurfaces[surfnum] = &sortmodel->surfaces[surfnum + sortmodel->firstmodelsurface];
-
-       if (r_sortsurfaces.integer)
-               qsort(sortmodel->modelsortedsurfaces, sortmodel->nummodelsurfaces, sizeof(msurface_t *), Mod_SurfaceQSortCompare);
-}
-
-
 /*
 =================
 Mod_SetParent
@@ -1656,21 +2752,21 @@ Mod_LoadMarksurfaces
 */
 static void Mod_LoadMarksurfaces (lump_t *l)
 {
-       int             i, j;
-       short   *in;
+       int i, j;
+       short *in;
 
        in = (void *)(mod_base + l->fileofs);
        if (l->filelen % sizeof(*in))
                Host_Error ("MOD_LoadBmodel: funny lump size in %s",loadmodel->name);
        loadmodel->nummarksurfaces = l->filelen / sizeof(*in);
-       loadmodel->marksurfaces = Mem_Alloc(loadmodel->mempool, loadmodel->nummarksurfaces * sizeof(msurface_t *));
+       loadmodel->marksurfaces = Mem_Alloc(loadmodel->mempool, loadmodel->nummarksurfaces * sizeof(int));
 
        for (i = 0;i < loadmodel->nummarksurfaces;i++)
        {
                j = (unsigned) LittleShort(in[i]);
                if (j >= loadmodel->numsurfaces)
                        Host_Error ("Mod_ParseMarksurfaces: bad surface number");
-               loadmodel->marksurfaces[i] = loadmodel->surfaces + j;
+               loadmodel->marksurfaces[i] = j;
        }
 }
 
@@ -2393,11 +3489,49 @@ static void Mod_MakePortals(void)
        Mod_FinalizePortals();
 }
 
+static void Mod_BuildSurfaceNeighbors (msurface_t *surfaces, int numsurfaces, mempool_t *mempool)
+{
+       #if 0
+       int surfnum, vertnum, snum, vnum;
+       msurface_t *surf, *s;
+       float *v0, *v1, *v2, *v3;
+       for (surf = surfaces, surfnum = 0;surfnum < numsurfaces;surf++, surfnum++)
+       {
+               surf->neighborsurfaces = Mem_Alloc(mempool, surf->poly_numverts * sizeof(msurface_t *));
+               for (vertnum = 0;vertnum < surf->poly_numverts;vertnum++)
+               {
+                       v0 = surf->poly_verts + ((vertnum + 1) % surf->poly_numverts) * 3;
+                       v1 = surf->poly_verts + vertnum * 3;
+                       surf->neighborsurfaces[vertnum] = NULL;
+                       for (s = surfaces, snum = 0;snum < numsurfaces;s++, snum++)
+                       {
+                               if (s == surf)
+                                       continue;
+                               for (vnum = 0, v2 = s->poly_verts + (s->poly_numverts - 1) * 3, v3 = s->poly_verts;vnum < s->poly_numverts;vnum++, v2 = v3, v3 += 3)
+                               {
+                                       if (v0[0] == v2[0] && v0[1] == v2[1] && v0[2] == v2[2] && v1[0] == v3[0] && v1[1] == v3[1] && v1[2] == v3[2])
+                                       {
+                                               surf->neighborsurfaces[vertnum] = s;
+                                               break;
+                                       }
+                               }
+                               if (vnum < s->poly_numverts)
+                                       break;
+                       }
+               }
+       }
+       #endif
+}
+
 /*
 =================
 Mod_LoadBrushModel
 =================
 */
+extern void R_Model_Brush_DrawSky(entity_render_t *ent);
+extern void R_Model_Brush_Draw(entity_render_t *ent);
+extern void R_Model_Brush_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius);
+extern void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius2, float lightdistbias, float lightsubtract, float *lightcolor);
 void Mod_LoadBrushModel (model_t *mod, void *buffer)
 {
        int                     i, j;
@@ -2405,6 +3539,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
        dmodel_t        *bm;
        mempool_t       *mainmempool;
        char            *loadname;
+       model_t         *originalloadmodel;
 
        mod->type = mod_brush;
 
@@ -2457,6 +3592,7 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
        loadname = mod->name;
 
        Mod_LoadLightList ();
+       originalloadmodel = loadmodel;
 
 //
 // set up the submodels (FIXME: this is confusing)
@@ -2484,44 +3620,67 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
                mod->firstmodelsurface = bm->firstface;
                mod->nummodelsurfaces = bm->numfaces;
 
+               // this gets altered below if sky is used
                mod->DrawSky = NULL;
-               // LordHavoc: calculate bmodel bounding box rather than trusting what it says
-               for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
+               mod->Draw = R_Model_Brush_Draw;
+               mod->DrawFakeShadow = NULL;
+               mod->DrawShadowVolume = R_Model_Brush_DrawShadowVolume;
+               mod->DrawLight = R_Model_Brush_DrawLight;
+               mod->texturesurfacechains = Mem_Alloc(originalloadmodel->mempool, mod->numtextures * sizeof(msurface_t *));
+               if (mod->nummodelsurfaces)
                {
-                       // we only need to have a drawsky function if it is used (usually only on world model)
-                       if (surf->shader == &Cshader_sky)
-                               mod->DrawSky = R_DrawBrushModelSky;
-                       for (k = 0;k < surf->numedges;k++)
+                       // LordHavoc: calculate bmodel bounding box rather than trusting what it says
+                       for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
                        {
-                               l = mod->surfedges[k + surf->firstedge];
-                               if (l > 0)
-                                       vec = mod->vertexes[mod->edges[l].v[0]].position;
-                               else
-                                       vec = mod->vertexes[mod->edges[-l].v[1]].position;
-                               if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
-                               if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
-                               if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
-                               if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
-                               if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
-                               if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
-                               dist = vec[0]*vec[0]+vec[1]*vec[1];
-                               if (modelyawradius < dist)
-                                       modelyawradius = dist;
-                               dist += vec[2]*vec[2];
-                               if (modelradius < dist)
-                                       modelradius = dist;
+                               // we only need to have a drawsky function if it is used (usually only on world model)
+                               if (surf->texinfo->texture->shader == &Cshader_sky)
+                                       mod->DrawSky = R_Model_Brush_DrawSky;
+                               // link into texture chain
+                               surf->texturechain = mod->texturesurfacechains[surf->texinfo->texture - mod->textures];
+                               mod->texturesurfacechains[surf->texinfo->texture - mod->textures] = surf;
+                               // calculate bounding shapes
+                               for (k = 0;k < surf->numedges;k++)
+                               {
+                                       l = mod->surfedges[k + surf->firstedge];
+                                       if (l > 0)
+                                               vec = mod->vertexes[mod->edges[l].v[0]].position;
+                                       else
+                                               vec = mod->vertexes[mod->edges[-l].v[1]].position;
+                                       if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
+                                       if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
+                                       if (mod->normalmins[2] > vec[2]) mod->normalmins[2] = vec[2];
+                                       if (mod->normalmaxs[0] < vec[0]) mod->normalmaxs[0] = vec[0];
+                                       if (mod->normalmaxs[1] < vec[1]) mod->normalmaxs[1] = vec[1];
+                                       if (mod->normalmaxs[2] < vec[2]) mod->normalmaxs[2] = vec[2];
+                                       dist = vec[0]*vec[0]+vec[1]*vec[1];
+                                       if (modelyawradius < dist)
+                                               modelyawradius = dist;
+                                       dist += vec[2]*vec[2];
+                                       if (modelradius < dist)
+                                               modelradius = dist;
+                               }
                        }
+                       modelyawradius = sqrt(modelyawradius);
+                       modelradius = sqrt(modelradius);
+                       mod->yawmins[0] = mod->yawmins[1] = -(mod->yawmaxs[0] = mod->yawmaxs[1] = modelyawradius);
+                       mod->yawmins[2] = mod->normalmins[2];
+                       mod->yawmaxs[2] = mod->normalmaxs[2];
+                       mod->rotatedmins[0] = mod->rotatedmins[1] = mod->rotatedmins[2] = -modelradius;
+                       mod->rotatedmaxs[0] = mod->rotatedmaxs[1] = mod->rotatedmaxs[2] = modelradius;
+                       mod->radius = modelradius;
+                       mod->radius2 = modelradius * modelradius;
+                       // LordHavoc: build triangle meshs for entire model's geometry
+                       // (only used for shadow volumes)
+                       mod->shadowmesh = Mod_ShadowMesh_Begin(originalloadmodel->mempool);
+                       for (j = 0, surf = &mod->surfaces[mod->firstmodelsurface];j < mod->nummodelsurfaces;j++, surf++)
+                               if (surf->flags & SURF_SHADOWCAST)
+                                       Mod_ShadowMesh_AddPolygon(originalloadmodel->mempool, mod->shadowmesh, surf->poly_numverts, surf->poly_verts);
+                       mod->shadowmesh = Mod_ShadowMesh_Finish(originalloadmodel->mempool, mod->shadowmesh);
+                       Mod_ShadowMesh_CalcBBox(mod->shadowmesh, mod->shadowmesh_mins, mod->shadowmesh_maxs, mod->shadowmesh_center, &mod->shadowmesh_radius);
                }
-               modelyawradius = sqrt(modelyawradius);
-               modelradius = sqrt(modelradius);
-               mod->yawmins[0] = mod->yawmins[1] = -(mod->yawmaxs[0] = mod->yawmaxs[1] = modelyawradius);
-               mod->yawmins[2] = mod->normalmins[2];
-               mod->yawmaxs[2] = mod->normalmaxs[2];
-               mod->rotatedmins[0] = mod->rotatedmins[1] = mod->rotatedmins[2] = -modelradius;
-               mod->rotatedmaxs[0] = mod->rotatedmaxs[1] = mod->rotatedmaxs[2] = modelradius;
-               // LordHavoc: check for empty submodels (lacrima.bsp has such a glitch)
-               if (mod->normalmins[0] > mod->normalmaxs[0] || mod->normalmins[1] > mod->normalmaxs[1] || mod->normalmins[2] > mod->normalmaxs[2])
+               else
                {
+                       // LordHavoc: empty submodel (lacrima.bsp has such a glitch)
                        Con_Printf("warning: empty submodel *%i in %s\n", i+1, loadname);
                        VectorClear(mod->normalmins);
                        VectorClear(mod->normalmaxs);
@@ -2529,15 +3688,14 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
                        VectorClear(mod->yawmaxs);
                        VectorClear(mod->rotatedmins);
                        VectorClear(mod->rotatedmaxs);
+                       mod->radius = 0;
+                       mod->radius2 = 0;
+                       mod->shadowmesh = NULL;
                }
+               Mod_BuildSurfaceNeighbors(mod->surfaces + mod->firstmodelsurface, mod->nummodelsurfaces, originalloadmodel->mempool);
 
                mod->numleafs = bm->visleafs;
 
-               mod->Draw = R_DrawBrushModelNormal;
-               mod->DrawShadow = NULL;
-
-               Mod_BrushSortedSurfaces(mod, mainmempool);
-
                // LordHavoc: only register submodels if it is the world
                // (prevents bsp models from replacing world submodels)
                if (loadmodel->isworldmodel && i < (mod->numsubmodels - 1))
@@ -2554,5 +3712,8 @@ void Mod_LoadBrushModel (model_t *mod, void *buffer)
                        mod = loadmodel;
                }
        }
+
+       loadmodel = originalloadmodel;
+       Mod_ProcessLightList ();
 }