]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
major cleanup of input code - CL_Move replaces most of IN_Move, IN_Commands, many...
[xonotic/darkplaces.git] / model_brush.c
index 835098ec94d75cce3c255a7ea112d184f82a64ef..fd378a2c1a160b05209c5522c5ff4ae342064daf 100644 (file)
@@ -26,8 +26,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "wad.h"
 
 
-qbyte mod_q1bsp_novis[(MAX_MAP_LEAFS + 7)/ 8];
-
 //cvar_t r_subdivide_size = {CVAR_SAVE, "r_subdivide_size", "128"};
 cvar_t halflifebsp = {0, "halflifebsp", "0"};
 cvar_t r_novis = {0, "r_novis", "0"};
@@ -46,7 +44,6 @@ cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1"};
 cvar_t mod_q3bsp_optimizedtraceline = {0, "mod_q3bsp_optimizedtraceline", "1"};
 cvar_t mod_q3bsp_debugtracebrush = {0, "mod_q3bsp_debugtracebrush", "0"};
 
-static void Mod_Q1BSP_Collision_Init (void);
 void Mod_BrushInit(void)
 {
 //     Cvar_RegisterVariable(&r_subdivide_size);
@@ -66,8 +63,6 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&mod_q3bsp_curves_collisions);
        Cvar_RegisterVariable(&mod_q3bsp_optimizedtraceline);
        Cvar_RegisterVariable(&mod_q3bsp_debugtracebrush);
-       memset(mod_q1bsp_novis, 0xff, sizeof(mod_q1bsp_novis));
-       Mod_Q1BSP_Collision_Init();
 }
 
 static mleaf_t *Mod_Q1BSP_PointInLeaf(model_t *model, const vec3_t p)
@@ -155,6 +150,54 @@ static int Mod_Q1BSP_BoxTouchingPVS(model_t *model, const qbyte *pvs, const vec3
        return false;
 }
 
+static int Mod_Q1BSP_BoxTouchingLeafPVS(model_t *model, const qbyte *pvs, const vec3_t mins, const vec3_t maxs)
+{
+       int clusterindex, side, nodestackindex = 0;
+       mnode_t *node, *nodestack[1024];
+       if (!model->brush.num_leafs)
+               return true;
+       node = model->brush.data_nodes;
+       for (;;)
+       {
+               if (node->plane)
+               {
+                       // node - recurse down the BSP tree
+                       side = BoxOnPlaneSide(mins, maxs, node->plane) - 1;
+                       if (side < 2)
+                       {
+                               // box is on one side of plane, take that path
+                               node = node->children[side];
+                       }
+                       else
+                       {
+                               // box crosses plane, take one path and remember the other
+                               if (nodestackindex < 1024)
+                                       nodestack[nodestackindex++] = node->children[0];
+                               node = node->children[1];
+                       }
+               }
+               else
+               {
+                       // leaf - check cluster bit
+                       clusterindex = ((mleaf_t *)node) - model->brush.data_leafs;
+                       if (CHECKPVSBIT(pvs, clusterindex))
+                       {
+                               // it is visible, return immediately with the news
+                               return true;
+                       }
+                       else
+                       {
+                               // nothing to see here, try another path we didn't take earlier
+                               if (nodestackindex == 0)
+                                       break;
+                               node = nodestack[--nodestackindex];
+                       }
+               }
+       }
+       // it is not visible
+       return false;
+}
+
 static int Mod_Q1BSP_BoxTouchingVisibleLeafs(model_t *model, const qbyte *visibleleafs, const vec3_t mins, const vec3_t maxs)
 {
        int side, nodestackindex = 0;
@@ -220,12 +263,12 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in
                surface = info->model->brush.data_surfaces + *mark;
                if (surface->texture->supercontents & SUPERCONTENTS_SOLID)
                {
-                       for (k = 0;k < surface->mesh.num_triangles;k++)
+                       for (k = 0;k < surface->num_triangles;k++)
                        {
-                               tri = surface->mesh.data_element3i + k * 3;
-                               VectorCopy((surface->mesh.data_vertex3f + tri[0] * 3), vert[0]);
-                               VectorCopy((surface->mesh.data_vertex3f + tri[1] * 3), vert[1]);
-                               VectorCopy((surface->mesh.data_vertex3f + tri[2] * 3), vert[2]);
+                               tri = (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle) + k * 3;
+                               VectorCopy((surface->groupmesh->data_vertex3f + tri[0] * 3), vert[0]);
+                               VectorCopy((surface->groupmesh->data_vertex3f + tri[1] * 3), vert[1]);
+                               VectorCopy((surface->groupmesh->data_vertex3f + tri[2] * 3), vert[2]);
                                VectorSubtract(vert[1], vert[0], edge[0]);
                                VectorSubtract(vert[2], vert[1], edge[1]);
                                CrossProduct(edge[1], edge[0], facenormal);
@@ -632,40 +675,6 @@ static void Mod_Q1BSP_TraceBox(struct model_s *model, int frame, trace_t *trace,
 #endif
 }
 
-static hull_t box_hull;
-static dclipnode_t box_clipnodes[6];
-static mplane_t box_planes[6];
-
-static void Mod_Q1BSP_Collision_Init (void)
-{
-       int             i;
-       int             side;
-
-       //Set up the planes and clipnodes so that the six floats of a bounding box
-       //can just be stored out and get a proper hull_t structure.
-
-       box_hull.clipnodes = box_clipnodes;
-       box_hull.planes = box_planes;
-       box_hull.firstclipnode = 0;
-       box_hull.lastclipnode = 5;
-
-       for (i = 0;i < 6;i++)
-       {
-               box_clipnodes[i].planenum = i;
-
-               side = i&1;
-
-               box_clipnodes[i].children[side] = CONTENTS_EMPTY;
-               if (i != 5)
-                       box_clipnodes[i].children[side^1] = i + 1;
-               else
-                       box_clipnodes[i].children[side^1] = CONTENTS_SOLID;
-
-               box_planes[i].type = i>>1;
-               box_planes[i].normal[i>>1] = 1;
-       }
-}
-
 void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cmaxs, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int hitsupercontentsmask, int boxsupercontents)
 {
 #if 1
@@ -698,6 +707,9 @@ void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cm
        Collision_TraceLineBrushFloat(trace, start, end, &cbox, &cbox);
 #else
        RecursiveHullCheckTraceInfo_t rhc;
+       static hull_t box_hull;
+       static dclipnode_t box_clipnodes[6];
+       static mplane_t box_planes[6];
        // fill in a default trace
        memset(&rhc, 0, sizeof(rhc));
        memset(trace, 0, sizeof(trace_t));
@@ -713,6 +725,36 @@ void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cm
 #if COLLISIONPARANOID >= 3
        Con_Printf("box_planes %f:%f %f:%f %f:%f\ncbox %f %f %f:%f %f %f\nbox %f %f %f:%f %f %f\n", box_planes[0].dist, box_planes[1].dist, box_planes[2].dist, box_planes[3].dist, box_planes[4].dist, box_planes[5].dist, cmins[0], cmins[1], cmins[2], cmaxs[0], cmaxs[1], cmaxs[2], mins[0], mins[1], mins[2], maxs[0], maxs[1], maxs[2]);
 #endif
+
+       if (box_hull.clipnodes == NULL)
+       {
+               int i, side;
+
+               //Set up the planes and clipnodes so that the six floats of a bounding box
+               //can just be stored out and get a proper hull_t structure.
+
+               box_hull.clipnodes = box_clipnodes;
+               box_hull.planes = box_planes;
+               box_hull.firstclipnode = 0;
+               box_hull.lastclipnode = 5;
+
+               for (i = 0;i < 6;i++)
+               {
+                       box_clipnodes[i].planenum = i;
+
+                       side = i&1;
+
+                       box_clipnodes[i].children[side] = CONTENTS_EMPTY;
+                       if (i != 5)
+                               box_clipnodes[i].children[side^1] = i + 1;
+                       else
+                               box_clipnodes[i].children[side^1] = CONTENTS_SOLID;
+
+                       box_planes[i].type = i>>1;
+                       box_planes[i].normal[i>>1] = 1;
+               }
+       }
+
        // trace a line through the generated clipping hull
        //rhc.boxsupercontents = boxsupercontents;
        rhc.hull = &box_hull;
@@ -1007,6 +1049,7 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->width = 16;
                tx->height = 16;
                tx->skin.base = r_texture_notexture;
+               tx->basematerialflags = 0;
                if (i == loadmodel->brush.num_textures - 1)
                {
                        tx->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES;
@@ -1017,7 +1060,6 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                        tx->basematerialflags |= MATERIALFLAG_WALL;
                        tx->supercontents = SUPERCONTENTS_SOLID;
                }
-               tx->basematerialflags = 0;
                tx->currentframe = tx;
        }
 
@@ -1736,7 +1778,7 @@ static void Mod_Q1BSP_GenerateWarpMesh(msurface_t *surface)
 
        subdivpolytriangles = 0;
        subdivpolyverts = 0;
-       SubdividePolygon(surface->mesh.num_vertices, surface->mesh.data_vertex3f);
+       SubdividePolygon(surface->num_vertices, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex));
        if (subdivpolytriangles < 1)
                Host_Error("Mod_Q1BSP_GenerateWarpMesh: no triangles?\n");
 
@@ -1789,7 +1831,7 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
        // vertex limit
        loadmodel->nummeshes = 1;
        loadmodel->meshlist = Mem_Alloc(loadmodel->mempool, sizeof(surfmesh_t *));
-       loadmodel->meshlist[0] = Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, true, false);
+       loadmodel->meshlist[0] = Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, true, false, false);
 
        totalverts = 0;
        totaltris = 0;
@@ -1817,61 +1859,53 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                //      surface->flags |= SURF_PLANEBACK;
                //surface->plane = loadmodel->brush.data_planes + planenum;
 
-               surface->mesh.num_vertices = numedges;
-               surface->mesh.num_triangles = numedges - 2;
-               surface->mesh.data_vertex3f = loadmodel->meshlist[0]->data_vertex3f + totalverts * 3;
-               surface->mesh.data_texcoordtexture2f = loadmodel->meshlist[0]->data_texcoordtexture2f + totalverts * 2;
-               surface->mesh.data_texcoordlightmap2f = loadmodel->meshlist[0]->data_texcoordlightmap2f + totalverts * 2;
-               surface->mesh.data_texcoorddetail2f = loadmodel->meshlist[0]->data_texcoorddetail2f + totalverts * 2;
-               surface->mesh.data_svector3f = loadmodel->meshlist[0]->data_svector3f + totalverts * 3;
-               surface->mesh.data_tvector3f = loadmodel->meshlist[0]->data_tvector3f + totalverts * 3;
-               surface->mesh.data_normal3f = loadmodel->meshlist[0]->data_normal3f + totalverts * 3;
-               surface->mesh.data_lightmapoffsets = loadmodel->meshlist[0]->data_lightmapoffsets + totalverts;
-               surface->mesh.data_element3i = loadmodel->meshlist[0]->data_element3i + totaltris * 3;
-               surface->mesh.data_neighbor3i = loadmodel->meshlist[0]->data_neighbor3i + totaltris * 3;
+               surface->groupmesh = loadmodel->meshlist[0];
+               surface->num_firstvertex = totalverts;
+               surface->num_vertices = numedges;
+               surface->num_firsttriangle = totaltris;
+               surface->num_triangles = numedges - 2;
                totalverts += numedges;
                totaltris += numedges - 2;
 
                // convert edges back to a normal polygon
-               for (i = 0;i < surface->mesh.num_vertices;i++)
+               for (i = 0;i < surface->num_vertices;i++)
                {
                        int lindex = loadmodel->brushq1.surfedges[firstedge + i];
                        float s, t;
                        if (lindex > 0)
-                               VectorCopy(loadmodel->brushq1.vertexes[loadmodel->brushq1.edges[lindex].v[0]].position, surface->mesh.data_vertex3f + i * 3);
+                               VectorCopy(loadmodel->brushq1.vertexes[loadmodel->brushq1.edges[lindex].v[0]].position, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + i * 3);
                        else
-                               VectorCopy(loadmodel->brushq1.vertexes[loadmodel->brushq1.edges[-lindex].v[1]].position, surface->mesh.data_vertex3f + i * 3);
-                       s = DotProduct((surface->mesh.data_vertex3f + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3];
-                       t = DotProduct((surface->mesh.data_vertex3f + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3];
-                       surface->mesh.data_texcoordtexture2f[i * 2 + 0] = s / surface->texture->width;
-                       surface->mesh.data_texcoordtexture2f[i * 2 + 1] = t / surface->texture->height;
-                       surface->mesh.data_texcoorddetail2f[i * 2 + 0] = s * (1.0f / 16.0f);
-                       surface->mesh.data_texcoorddetail2f[i * 2 + 1] = t * (1.0f / 16.0f);
-                       surface->mesh.data_texcoordlightmap2f[i * 2 + 0] = 0;
-                       surface->mesh.data_texcoordlightmap2f[i * 2 + 1] = 0;
-                       surface->mesh.data_lightmapoffsets[i] = 0;
+                               VectorCopy(loadmodel->brushq1.vertexes[loadmodel->brushq1.edges[-lindex].v[1]].position, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + i * 3);
+                       s = DotProduct(((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3];
+                       t = DotProduct(((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3];
+                       (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex)[i * 2 + 0] = s / surface->texture->width;
+                       (surface->groupmesh->data_texcoordtexture2f + 2 * surface->num_firstvertex)[i * 2 + 1] = t / surface->texture->height;
+                       (surface->groupmesh->data_texcoorddetail2f + 2 * surface->num_firstvertex)[i * 2 + 0] = s * (1.0f / 16.0f);
+                       (surface->groupmesh->data_texcoorddetail2f + 2 * surface->num_firstvertex)[i * 2 + 1] = t * (1.0f / 16.0f);
+                       (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = 0;
+                       (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = 0;
+                       (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i] = 0;
                }
 
-               for (i = 0;i < surface->mesh.num_triangles;i++)
+               for (i = 0;i < surface->num_triangles;i++)
                {
-                       surface->mesh.data_element3i[i * 3 + 0] = 0;
-                       surface->mesh.data_element3i[i * 3 + 1] = i + 1;
-                       surface->mesh.data_element3i[i * 3 + 2] = i + 2;
+                       (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 0] = 0 + surface->num_firstvertex;
+                       (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 1] = i + 1 + surface->num_firstvertex;
+                       (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 2] = i + 2 + surface->num_firstvertex;
                }
 
                // compile additional data about the surface geometry
-               Mod_BuildTriangleNeighbors(surface->mesh.data_neighbor3i, surface->mesh.data_element3i, surface->mesh.num_triangles);
-               Mod_BuildTextureVectorsAndNormals(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_vertex3f, surface->mesh.data_texcoordtexture2f, surface->mesh.data_element3i, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f);
-               BoxFromPoints(surface->mins, surface->maxs, surface->mesh.num_vertices, surface->mesh.data_vertex3f);
+               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_vertex3f, surface->groupmesh->data_texcoordtexture2f, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f);
+               BoxFromPoints(surface->mins, surface->maxs, surface->num_vertices, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex));
 
                // generate surface extents information
-               texmins[0] = texmaxs[0] = DotProduct(surface->mesh.data_vertex3f, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3];
-               texmins[1] = texmaxs[1] = DotProduct(surface->mesh.data_vertex3f, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3];
-               for (i = 1;i < surface->mesh.num_vertices;i++)
+               texmins[0] = texmaxs[0] = DotProduct((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3];
+               texmins[1] = texmaxs[1] = DotProduct((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3];
+               for (i = 1;i < surface->num_vertices;i++)
                {
                        for (j = 0;j < 2;j++)
                        {
-                               val = DotProduct(surface->mesh.data_vertex3f + i * 3, surface->lightmapinfo->texinfo->vecs[j]) + surface->lightmapinfo->texinfo->vecs[j][3];
+                               val = DotProduct((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + i * 3, surface->lightmapinfo->texinfo->vecs[j]) + surface->lightmapinfo->texinfo->vecs[j][3];
                                texmins[j] = min(texmins[j], val);
                                texmaxs[j] = max(texmaxs[j], val);
                        }
@@ -1937,16 +1971,16 @@ static void Mod_Q1BSP_LoadFaces(lump_t *l)
                        uscale = (uscale - ubase) / ssize;
                        vscale = (vscale - vbase) / tsize;
 
-                       for (i = 0;i < surface->mesh.num_vertices;i++)
+                       for (i = 0;i < surface->num_vertices;i++)
                        {
-                               u = ((DotProduct((surface->mesh.data_vertex3f + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
-                               v = ((DotProduct((surface->mesh.data_vertex3f + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
-                               surface->mesh.data_texcoordlightmap2f[i * 2 + 0] = u * uscale + ubase;
-                               surface->mesh.data_texcoordlightmap2f[i * 2 + 1] = v * vscale + vbase;
+                               u = ((DotProduct(((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
+                               v = ((DotProduct(((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
+                               (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
+                               (surface->groupmesh->data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
                                // LordHavoc: calc lightmap data offset for vertex lighting to use
                                iu = (int) u;
                                iv = (int) v;
-                               surface->mesh.data_lightmapoffsets[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
+                               (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
                        }
                }
        }
@@ -2658,69 +2692,69 @@ static void Mod_Q1BSP_RecursiveNodePortals(mnode_t *node)
                Con_Print("Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal has too many points\n");
                nodeportal->numpoints = 0;
        }
-       else
-       {
-               AddPortalToNodes(nodeportal, front, back);
 
-               // split the portals of this node along this node's plane and assign them to the children of this node
-               // (migrating the portals downward through the tree)
-               for (portal = (portal_t *)node->portals;portal;portal = nextportal)
-               {
-                       if (portal->nodes[0] == portal->nodes[1])
-                               Host_Error("Mod_Q1BSP_RecursiveNodePortals: portal has same node on both sides(2)");
-                       if (portal->nodes[0] == node)
-                               side = 0;
-                       else if (portal->nodes[1] == node)
-                               side = 1;
-                       else
-                               Host_Error("Mod_Q1BSP_RecursiveNodePortals: mislinked portal");
-                       nextportal = portal->next[side];
+       AddPortalToNodes(nodeportal, front, back);
 
-                       other_node = portal->nodes[!side];
-                       RemovePortalFromNodes(portal);
+       // split the portals of this node along this node's plane and assign them to the children of this node
+       // (migrating the portals downward through the tree)
+       for (portal = (portal_t *)node->portals;portal;portal = nextportal)
+       {
+               if (portal->nodes[0] == portal->nodes[1])
+                       Host_Error("Mod_Q1BSP_RecursiveNodePortals: portal has same node on both sides(2)");
+               if (portal->nodes[0] == node)
+                       side = 0;
+               else if (portal->nodes[1] == node)
+                       side = 1;
+               else
+                       Host_Error("Mod_Q1BSP_RecursiveNodePortals: mislinked portal");
+               nextportal = portal->next[side];
+               if (!portal->numpoints)
+                       continue;
 
-                       // cut the portal into two portals, one on each side of the node plane
-                       PolygonD_Divide(portal->numpoints, portal->points, plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, 1.0/32.0, MAX_PORTALPOINTS, frontpoints, &numfrontpoints, MAX_PORTALPOINTS, backpoints, &numbackpoints);
+               other_node = portal->nodes[!side];
+               RemovePortalFromNodes(portal);
 
-                       if (!numfrontpoints)
-                       {
-                               if (side == 0)
-                                       AddPortalToNodes(portal, back, other_node);
-                               else
-                                       AddPortalToNodes(portal, other_node, back);
-                               continue;
-                       }
-                       if (!numbackpoints)
-                       {
-                               if (side == 0)
-                                       AddPortalToNodes(portal, front, other_node);
-                               else
-                                       AddPortalToNodes(portal, other_node, front);
-                               continue;
-                       }
-
-                       // the portal is split
-                       splitportal = AllocPortal();
-                       temp = splitportal->chain;
-                       *splitportal = *portal;
-                       splitportal->chain = temp;
-                       for (i = 0;i < numbackpoints*3;i++)
-                               splitportal->points[i] = backpoints[i];
-                       splitportal->numpoints = numbackpoints;
-                       for (i = 0;i < numfrontpoints*3;i++)
-                               portal->points[i] = frontpoints[i];
-                       portal->numpoints = numfrontpoints;
+               // cut the portal into two portals, one on each side of the node plane
+               PolygonD_Divide(portal->numpoints, portal->points, plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, 1.0/32.0, MAX_PORTALPOINTS, frontpoints, &numfrontpoints, MAX_PORTALPOINTS, backpoints, &numbackpoints);
 
+               if (!numfrontpoints)
+               {
+                       if (side == 0)
+                               AddPortalToNodes(portal, back, other_node);
+                       else
+                               AddPortalToNodes(portal, other_node, back);
+                       continue;
+               }
+               if (!numbackpoints)
+               {
                        if (side == 0)
-                       {
                                AddPortalToNodes(portal, front, other_node);
-                               AddPortalToNodes(splitportal, back, other_node);
-                       }
                        else
-                       {
                                AddPortalToNodes(portal, other_node, front);
-                               AddPortalToNodes(splitportal, other_node, back);
-                       }
+                       continue;
+               }
+
+               // the portal is split
+               splitportal = AllocPortal();
+               temp = splitportal->chain;
+               *splitportal = *portal;
+               splitportal->chain = temp;
+               for (i = 0;i < numbackpoints*3;i++)
+                       splitportal->points[i] = backpoints[i];
+               splitportal->numpoints = numbackpoints;
+               for (i = 0;i < numfrontpoints*3;i++)
+                       portal->points[i] = frontpoints[i];
+               portal->numpoints = numfrontpoints;
+
+               if (side == 0)
+               {
+                       AddPortalToNodes(portal, front, other_node);
+                       AddPortalToNodes(splitportal, back, other_node);
+               }
+               else
+               {
+                       AddPortalToNodes(portal, other_node, front);
+                       AddPortalToNodes(splitportal, other_node, back);
                }
        }
 
@@ -2880,9 +2914,9 @@ static void Mod_Q1BSP_RoundUpToHullSize(model_t *cmodel, const vec3_t inmins, co
 
 extern void R_Q1BSP_DrawSky(entity_render_t *ent);
 extern void R_Q1BSP_Draw(entity_render_t *ent);
-extern void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
+extern void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, qbyte *outleafpvs, int *outnumleafspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer);
 extern void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist, const vec3_t lightmins, const vec3_t lightmaxs);
-extern void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int numsurfaces, const int *surfacelist);
+extern void R_Q1BSP_DrawLight(entity_render_t *ent, float *lightcolor, int numsurfaces, const int *surfacelist);
 void Mod_Q1BSP_Load(model_t *mod, void *buffer)
 {
        int i, j, k;
@@ -2909,12 +2943,13 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
        mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
        mod->brush.FatPVS = Mod_Q1BSP_FatPVS;
        mod->brush.BoxTouchingPVS = Mod_Q1BSP_BoxTouchingPVS;
+       mod->brush.BoxTouchingLeafPVS = Mod_Q1BSP_BoxTouchingLeafPVS;
        mod->brush.BoxTouchingVisibleLeafs = Mod_Q1BSP_BoxTouchingVisibleLeafs;
        mod->brush.LightPoint = Mod_Q1BSP_LightPoint;
        mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
        mod->brush.AmbientSoundLevelsForPoint = Mod_Q1BSP_AmbientSoundLevelsForPoint;
        mod->brush.RoundUpToHullSize = Mod_Q1BSP_RoundUpToHullSize;
-       mod->brushq1.PointInLeaf = Mod_Q1BSP_PointInLeaf;
+       mod->brush.PointInLeaf = Mod_Q1BSP_PointInLeaf;
 
        if (loadmodel->isworldmodel)
                Cvar_SetValue("halflifebsp", mod->brush.ishlbsp);
@@ -2974,11 +3009,11 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
        for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
        {
                surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
-               numshadowmeshtriangles += surface->mesh.num_triangles;
+               numshadowmeshtriangles += surface->num_triangles;
        }
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
        for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
-               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->mesh.num_triangles, surface->mesh.data_element3i);
+               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->groupmesh->data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
        Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
 
@@ -3065,6 +3100,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
                        mod->brush.GetPVS = NULL;
                        mod->brush.FatPVS = NULL;
                        mod->brush.BoxTouchingPVS = NULL;
+                       mod->brush.BoxTouchingLeafPVS = NULL;
                        mod->brush.BoxTouchingVisibleLeafs = NULL;
                        mod->brush.LightPoint = NULL;
                        mod->brush.AmbientSoundLevelsForPoint = NULL;
@@ -3083,7 +3119,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer)
                                if (surface->texture->basematerialflags & MATERIALFLAG_SKY)
                                        mod->DrawSky = R_Q1BSP_DrawSky;
                                // calculate bounding shapes
-                               for (k = 0, vec = surface->mesh.data_vertex3f;k < surface->mesh.num_vertices;k++, vec += 3)
+                               for (k = 0, vec = (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex);k < surface->num_vertices;k++, vec += 3)
                                {
                                        if (mod->normalmins[0] > vec[0]) mod->normalmins[0] = vec[0];
                                        if (mod->normalmins[1] > vec[1]) mod->normalmins[1] = vec[1];
@@ -3674,7 +3710,7 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                                                                                        Con_Printf(" %s", parameter[j]);
                                                                                Con_Print("\n");
                                                                        }
-                                                                       if (passnumber == 0 && numparameters >= 1)
+                                                                       if (passnumber == 0 && numparameters >= 1 && (flags & Q3SURFACEPARM_TRANS))
                                                                        {
                                                                                if (!strcasecmp(parameter[0], "blendfunc"))
                                                                                {
@@ -3689,9 +3725,9 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                                                                                        strlcpy(firstpasstexturename, parameter[1], sizeof(firstpasstexturename));
                                                                                else if (numparameters >= 3 && !strcasecmp(parameter[0], "animmap"))
                                                                                        strlcpy(firstpasstexturename, parameter[2], sizeof(firstpasstexturename));
+                                                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
+                                                                                       flags2 |= Q3TEXTUREFLAG_ALPHATEST;
                                                                        }
-                                                                       if (!strcasecmp(parameter[0], "alphafunc"))
-                                                                               flags2 |= Q3TEXTUREFLAG_ALPHATEST;
                                                                        // break out a level if it was }
                                                                        if (!strcasecmp(com_token, "}"))
                                                                                break;
@@ -3804,11 +3840,6 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                                                                        flags2 |= Q3TEXTUREFLAG_AUTOSPRITE2;
                                                        }
                                                }
-                                               // force transparent render path for a number of odd
-                                               // shader effects to avoid bogging down the normal
-                                               // render path unnecessarily
-                                               if (flags2 & (Q3TEXTUREFLAG_ADDITIVE | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2 | Q3TEXTUREFLAG_ALPHATEST))
-                                                       flags |= Q3SURFACEPARM_TRANS;
                                                // add shader to list (shadername and flags)
                                                // actually here we just poke into the texture settings
                                                for (j = 0, out = loadmodel->brush.data_textures;j < loadmodel->brush.num_textures;j++, out++)
@@ -3831,9 +3862,12 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                                                                else
                                                                        out->basematerialflags |= MATERIALFLAG_WALL;
                                                                if (out->surfaceparms & Q3SURFACEPARM_TRANS)
-                                                                       out->basematerialflags |= MATERIALFLAG_TRANSPARENT;
-                                                               if (out->textureflags & Q3TEXTUREFLAG_ADDITIVE)
-                                                                       out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+                                                               {
+                                                                       if (out->textureflags & Q3TEXTUREFLAG_ADDITIVE)
+                                                                               out->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+                                                                       else
+                                                                               out->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+                                                               }
                                                                strlcpy(out->firstpasstexturename, firstpasstexturename, sizeof(out->firstpasstexturename));
                                                                if ((flags & Q3SURFACEPARM_SKY) && sky[0])
                                                                {
@@ -3880,9 +3914,8 @@ parseerror:
                }
                if (!Mod_LoadSkinFrame(&out->skin, out->name, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, false, true))
                        if (!Mod_LoadSkinFrame(&out->skin, out->firstpasstexturename, (((out->textureflags & Q3TEXTUREFLAG_NOMIPMAPS) || (out->surfaceparms & Q3SURFACEPARM_NOMIPMAPS)) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (out->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP), false, false, true))
-                               Con_Printf("%s: texture loading for shader \"%s\" failed (first layer \"%s\" not found either)\n", loadmodel->name, out->name, out->firstpasstexturename);
-               if (out->skin.fog)
-                       out->basematerialflags |= (MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT);
+                               if (cls.state != ca_dedicated)
+                                       Con_Printf("%s: texture loading for shader \"%s\" failed (first layer \"%s\" not found either)\n", loadmodel->name, out->name, out->firstpasstexturename);
                // no animation
                out->currentframe = out;
        }
@@ -4239,58 +4272,52 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                                // don't render it
                                continue;
                        }
-                       out->mesh.num_vertices = numvertices;
-                       out->mesh.num_triangles = numtriangles;
-                       if (meshvertices + out->mesh.num_vertices > 65536)
+                       out->num_vertices = numvertices;
+                       out->num_triangles = numtriangles;
+                       if (meshvertices + out->num_vertices > 65536)
                                break;
-                       meshvertices += out->mesh.num_vertices;
-                       meshtriangles += out->mesh.num_triangles;
+                       meshvertices += out->num_vertices;
+                       meshtriangles += out->num_triangles;
                }
 
                i = oldi;
                in = oldin;
                out = oldout;
-               mesh = tempmeshlist[meshnum] = Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, false, true);
+               mesh = tempmeshlist[meshnum] = Mod_AllocSurfMesh(loadmodel->mempool, meshvertices, meshtriangles, false, false, true, false);
                meshvertices = 0;
                meshtriangles = 0;
-               for (;i < count && meshvertices + out->mesh.num_vertices <= mesh->num_vertices;i++, in++, out++)
+               for (;i < count && meshvertices + out->num_vertices <= mesh->num_vertices;i++, in++, out++)
                {
-                       if (out->mesh.num_vertices < 3 || out->mesh.num_triangles < 1)
+                       if (out->num_vertices < 3 || out->num_triangles < 1)
                                continue;
 
                        type = LittleLong(in->type);
                        firstvertex = LittleLong(in->firstvertex);
                        firstelement = LittleLong(in->firstelement);
-                       out->mesh.data_vertex3f = mesh->data_vertex3f + meshvertices * 3;
-                       out->mesh.data_svector3f = mesh->data_svector3f + meshvertices * 3;
-                       out->mesh.data_tvector3f = mesh->data_tvector3f + meshvertices * 3;
-                       out->mesh.data_normal3f = mesh->data_normal3f + meshvertices * 3;
-                       out->mesh.data_texcoordtexture2f = mesh->data_texcoordtexture2f + meshvertices * 2;
-                       out->mesh.data_texcoordlightmap2f = mesh->data_texcoordlightmap2f + meshvertices * 2;
-                       out->mesh.data_lightmapcolor4f = mesh->data_lightmapcolor4f + meshvertices * 4;
-                       out->mesh.data_element3i = mesh->data_element3i + meshtriangles * 3;
-                       out->mesh.data_neighbor3i = mesh->data_neighbor3i + meshtriangles * 3;
+                       out->groupmesh = mesh;
+                       out->num_firstvertex = meshvertices;
+                       out->num_firsttriangle = meshtriangles;
                        switch(type)
                        {
                        case Q3FACETYPE_POLYGON:
                        case Q3FACETYPE_MESH:
                                // no processing necessary
-                               for (j = 0;j < out->mesh.num_vertices;j++)
+                               for (j = 0;j < out->num_vertices;j++)
                                {
-                                       out->mesh.data_vertex3f[j * 3 + 0] = loadmodel->brushq3.data_vertex3f[(firstvertex + j) * 3 + 0];
-                                       out->mesh.data_vertex3f[j * 3 + 1] = loadmodel->brushq3.data_vertex3f[(firstvertex + j) * 3 + 1];
-                                       out->mesh.data_vertex3f[j * 3 + 2] = loadmodel->brushq3.data_vertex3f[(firstvertex + j) * 3 + 2];
-                                       out->mesh.data_texcoordtexture2f[j * 2 + 0] = loadmodel->brushq3.data_texcoordtexture2f[(firstvertex + j) * 2 + 0];
-                                       out->mesh.data_texcoordtexture2f[j * 2 + 1] = loadmodel->brushq3.data_texcoordtexture2f[(firstvertex + j) * 2 + 1];
-                                       out->mesh.data_texcoordlightmap2f[j * 2 + 0] = loadmodel->brushq3.data_texcoordlightmap2f[(firstvertex + j) * 2 + 0];
-                                       out->mesh.data_texcoordlightmap2f[j * 2 + 1] = loadmodel->brushq3.data_texcoordlightmap2f[(firstvertex + j) * 2 + 1];
-                                       out->mesh.data_lightmapcolor4f[j * 4 + 0] = loadmodel->brushq3.data_color4f[(firstvertex + j) * 4 + 0];
-                                       out->mesh.data_lightmapcolor4f[j * 4 + 1] = loadmodel->brushq3.data_color4f[(firstvertex + j) * 4 + 1];
-                                       out->mesh.data_lightmapcolor4f[j * 4 + 2] = loadmodel->brushq3.data_color4f[(firstvertex + j) * 4 + 2];
-                                       out->mesh.data_lightmapcolor4f[j * 4 + 3] = loadmodel->brushq3.data_color4f[(firstvertex + j) * 4 + 3];
+                                       (out->groupmesh->data_vertex3f + 3 * out->num_firstvertex)[j * 3 + 0] = loadmodel->brushq3.data_vertex3f[(firstvertex + j) * 3 + 0];
+                                       (out->groupmesh->data_vertex3f + 3 * out->num_firstvertex)[j * 3 + 1] = loadmodel->brushq3.data_vertex3f[(firstvertex + j) * 3 + 1];
+                                       (out->groupmesh->data_vertex3f + 3 * out->num_firstvertex)[j * 3 + 2] = loadmodel->brushq3.data_vertex3f[(firstvertex + j) * 3 + 2];
+                                       (out->groupmesh->data_texcoordtexture2f + 2 * out->num_firstvertex)[j * 2 + 0] = loadmodel->brushq3.data_texcoordtexture2f[(firstvertex + j) * 2 + 0];
+                                       (out->groupmesh->data_texcoordtexture2f + 2 * out->num_firstvertex)[j * 2 + 1] = loadmodel->brushq3.data_texcoordtexture2f[(firstvertex + j) * 2 + 1];
+                                       (out->groupmesh->data_texcoordlightmap2f + 2 * out->num_firstvertex)[j * 2 + 0] = loadmodel->brushq3.data_texcoordlightmap2f[(firstvertex + j) * 2 + 0];
+                                       (out->groupmesh->data_texcoordlightmap2f + 2 * out->num_firstvertex)[j * 2 + 1] = loadmodel->brushq3.data_texcoordlightmap2f[(firstvertex + j) * 2 + 1];
+                                       (out->groupmesh->data_lightmapcolor4f + 4 * out->num_firstvertex)[j * 4 + 0] = loadmodel->brushq3.data_color4f[(firstvertex + j) * 4 + 0];
+                                       (out->groupmesh->data_lightmapcolor4f + 4 * out->num_firstvertex)[j * 4 + 1] = loadmodel->brushq3.data_color4f[(firstvertex + j) * 4 + 1];
+                                       (out->groupmesh->data_lightmapcolor4f + 4 * out->num_firstvertex)[j * 4 + 2] = loadmodel->brushq3.data_color4f[(firstvertex + j) * 4 + 2];
+                                       (out->groupmesh->data_lightmapcolor4f + 4 * out->num_firstvertex)[j * 4 + 3] = loadmodel->brushq3.data_color4f[(firstvertex + j) * 4 + 3];
                                }
-                               for (j = 0;j < out->mesh.num_triangles*3;j++)
-                                       out->mesh.data_element3i[j] = loadmodel->brushq3.data_element3i[firstelement + j];
+                               for (j = 0;j < out->num_triangles*3;j++)
+                                       (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] = loadmodel->brushq3.data_element3i[firstelement + j] + out->num_firstvertex;
                                break;
                        case Q3FACETYPE_PATCH:
                                patchsize[0] = LittleLong(in->specific.patch.patchsize[0]);
@@ -4323,18 +4350,18 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                                type = Q3FACETYPE_MESH;
                                // generate geometry
                                // (note: normals are skipped because they get recalculated)
-                               Q3PatchTesselateFloat(3, sizeof(float[3]), out->mesh.data_vertex3f, patchsize[0], patchsize[1], sizeof(float[3]), originalvertex3f, xtess, ytess);
-                               Q3PatchTesselateFloat(2, sizeof(float[2]), out->mesh.data_texcoordtexture2f, patchsize[0], patchsize[1], sizeof(float[2]), originaltexcoordtexture2f, xtess, ytess);
-                               Q3PatchTesselateFloat(2, sizeof(float[2]), out->mesh.data_texcoordlightmap2f, patchsize[0], patchsize[1], sizeof(float[2]), originaltexcoordlightmap2f, xtess, ytess);
-                               Q3PatchTesselateFloat(4, sizeof(float[4]), out->mesh.data_lightmapcolor4f, patchsize[0], patchsize[1], sizeof(float[4]), originalcolor4f, xtess, ytess);
-                               Q3PatchTriangleElements(out->mesh.data_element3i, finalwidth, finalheight);
-                               out->mesh.num_triangles = Mod_RemoveDegenerateTriangles(out->mesh.num_triangles, out->mesh.data_element3i, out->mesh.data_element3i, out->mesh.data_vertex3f);
+                               Q3PatchTesselateFloat(3, sizeof(float[3]), (out->groupmesh->data_vertex3f + 3 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[3]), originalvertex3f, xtess, ytess);
+                               Q3PatchTesselateFloat(2, sizeof(float[2]), (out->groupmesh->data_texcoordtexture2f + 2 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[2]), originaltexcoordtexture2f, xtess, ytess);
+                               Q3PatchTesselateFloat(2, sizeof(float[2]), (out->groupmesh->data_texcoordlightmap2f + 2 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[2]), originaltexcoordlightmap2f, xtess, ytess);
+                               Q3PatchTesselateFloat(4, sizeof(float[4]), (out->groupmesh->data_lightmapcolor4f + 4 * out->num_firstvertex), patchsize[0], patchsize[1], sizeof(float[4]), originalcolor4f, xtess, ytess);
+                               Q3PatchTriangleElements((out->groupmesh->data_element3i + 3 * out->num_firsttriangle), finalwidth, finalheight, out->num_firstvertex);
+                               out->num_triangles = Mod_RemoveDegenerateTriangles(out->num_triangles, (out->groupmesh->data_element3i + 3 * out->num_firsttriangle), (out->groupmesh->data_element3i + 3 * out->num_firsttriangle), out->groupmesh->data_vertex3f);
                                if (developer.integer >= 2)
                                {
-                                       if (out->mesh.num_triangles < finaltriangles)
-                                               Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles, %i degenerate triangles removed (leaving %i)\n", patchsize[0], patchsize[1], out->mesh.num_vertices, finaltriangles, finaltriangles - out->mesh.num_triangles, out->mesh.num_triangles);
+                                       if (out->num_triangles < finaltriangles)
+                                               Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles, %i degenerate triangles removed (leaving %i)\n", patchsize[0], patchsize[1], out->num_vertices, finaltriangles, finaltriangles - out->num_triangles, out->num_triangles);
                                        else
-                                               Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles\n", patchsize[0], patchsize[1], out->mesh.num_vertices, out->mesh.num_triangles);
+                                               Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve subdivided to %i vertices / %i triangles\n", patchsize[0], patchsize[1], out->num_vertices, out->num_triangles);
                                }
                                // q3map does not put in collision brushes for curves... ugh
                                // build the lower quality collision geometry
@@ -4364,48 +4391,46 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                                out->num_collisionvertices = finalvertices;
                                out->num_collisiontriangles = finaltriangles;
                                Q3PatchTesselateFloat(3, sizeof(float[3]), out->data_collisionvertex3f, patchsize[0], patchsize[1], sizeof(float[3]), originalvertex3f, xtess, ytess);
-                               Q3PatchTriangleElements(out->data_collisionelement3i, finalwidth, finalheight);
+                               Q3PatchTriangleElements(out->data_collisionelement3i, finalwidth, finalheight, 0);
 
-                               //Mod_SnapVertices(3, out->mesh.num_vertices, out->mesh.data_vertex3f, 0.25);
+                               //Mod_SnapVertices(3, out->num_vertices, (out->groupmesh->data_vertex3f + 3 * out->num_firstvertex), 0.25);
                                Mod_SnapVertices(3, out->num_collisionvertices, out->data_collisionvertex3f, 1);
 
-                               oldnumtriangles = out->mesh.num_triangles;
+                               oldnumtriangles = out->num_triangles;
                                oldnumtriangles2 = out->num_collisiontriangles;
                                out->num_collisiontriangles = Mod_RemoveDegenerateTriangles(out->num_collisiontriangles, out->data_collisionelement3i, out->data_collisionelement3i, out->data_collisionvertex3f);
                                if (developer.integer)
-                                       Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve became %i:%i vertices / %i:%i triangles (%i:%i degenerate)\n", patchsize[0], patchsize[1], out->mesh.num_vertices, out->num_collisionvertices, oldnumtriangles, oldnumtriangles2, oldnumtriangles - out->mesh.num_triangles, oldnumtriangles2 - out->num_collisiontriangles);
+                                       Con_Printf("Mod_Q3BSP_LoadFaces: %ix%i curve became %i:%i vertices / %i:%i triangles (%i:%i degenerate)\n", patchsize[0], patchsize[1], out->num_vertices, out->num_collisionvertices, oldnumtriangles, oldnumtriangles2, oldnumtriangles - out->num_triangles, oldnumtriangles2 - out->num_collisiontriangles);
                                break;
                        default:
                                break;
                        }
-                       meshvertices += out->mesh.num_vertices;
-                       meshtriangles += out->mesh.num_triangles;
-                       for (j = 0, invalidelements = 0;j < out->mesh.num_triangles * 3;j++)
-                               if (out->mesh.data_element3i[j] < 0 || out->mesh.data_element3i[j] >= out->mesh.num_vertices)
+                       meshvertices += out->num_vertices;
+                       meshtriangles += out->num_triangles;
+                       for (j = 0, invalidelements = 0;j < out->num_triangles * 3;j++)
+                               if ((out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] < out->num_firstvertex || (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] >= out->num_firstvertex + out->num_vertices)
                                        invalidelements++;
                        if (invalidelements)
                        {
-                               Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, type, out->texture->name, out->texture->surfaceflags, firstvertex, out->mesh.num_vertices, firstelement, out->mesh.num_triangles * 3);
-                               for (j = 0;j < out->mesh.num_triangles * 3;j++)
+                               Con_Printf("Mod_Q3BSP_LoadFaces: Warning: face #%i has %i invalid elements, type = %i, texture->name = \"%s\", texture->surfaceflags = %i, firstvertex = %i, numvertices = %i, firstelement = %i, numelements = %i, elements list:\n", i, invalidelements, type, out->texture->name, out->texture->surfaceflags, firstvertex, out->num_vertices, firstelement, out->num_triangles * 3);
+                               for (j = 0;j < out->num_triangles * 3;j++)
                                {
-                                       Con_Printf(" %i", out->mesh.data_element3i[j]);
-                                       if (out->mesh.data_element3i[j] < 0 || out->mesh.data_element3i[j] >= out->mesh.num_vertices)
-                                               out->mesh.data_element3i[j] = 0;
+                                       Con_Printf(" %i", (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] - out->num_firstvertex);
+                                       if ((out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] < out->num_firstvertex || (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] >= out->num_firstvertex + out->num_vertices)
+                                               (out->groupmesh->data_element3i + 3 * out->num_firsttriangle)[j] = out->num_firstvertex;
                                }
                                Con_Print("\n");
                        }
-                       // for shadow volumes
-                       Mod_BuildTriangleNeighbors(out->mesh.data_neighbor3i, out->mesh.data_element3i, out->mesh.num_triangles);
                        // for per pixel lighting
-                       Mod_BuildTextureVectorsAndNormals(out->mesh.num_vertices, out->mesh.num_triangles, out->mesh.data_vertex3f, out->mesh.data_texcoordtexture2f, out->mesh.data_element3i, out->mesh.data_svector3f, out->mesh.data_tvector3f, out->mesh.data_normal3f);
+                       Mod_BuildTextureVectorsAndNormals(out->num_firstvertex, out->num_vertices, out->num_triangles, out->groupmesh->data_vertex3f, out->groupmesh->data_texcoordtexture2f, (out->groupmesh->data_element3i + 3 * out->num_firsttriangle), out->groupmesh->data_svector3f, out->groupmesh->data_tvector3f, out->groupmesh->data_normal3f);
                        // calculate a bounding box
                        VectorClear(out->mins);
                        VectorClear(out->maxs);
-                       if (out->mesh.num_vertices)
+                       if (out->num_vertices)
                        {
-                               VectorCopy(out->mesh.data_vertex3f, out->mins);
-                               VectorCopy(out->mesh.data_vertex3f, out->maxs);
-                               for (j = 1, v = out->mesh.data_vertex3f + 3;j < out->mesh.num_vertices;j++, v += 3)
+                               VectorCopy((out->groupmesh->data_vertex3f + 3 * out->num_firstvertex), out->mins);
+                               VectorCopy((out->groupmesh->data_vertex3f + 3 * out->num_firstvertex), out->maxs);
+                               for (j = 1, v = (out->groupmesh->data_vertex3f + 3 * out->num_firstvertex) + 3;j < out->num_vertices;j++, v += 3)
                                {
                                        out->mins[0] = min(out->mins[0], v[0]);
                                        out->maxs[0] = max(out->maxs[0], v[0]);
@@ -5353,6 +5378,12 @@ static int Mod_Q3BSP_SuperContentsFromNativeContents(model_t *model, int nativec
                supercontents |= SUPERCONTENTS_CORPSE;
        if (nativecontents & CONTENTSQ3_NODROP)
                supercontents |= SUPERCONTENTS_NODROP;
+       if (nativecontents & CONTENTSQ3_PLAYERCLIP)
+               supercontents |= SUPERCONTENTS_PLAYERCLIP;
+       if (nativecontents & CONTENTSQ3_MONSTERCLIP)
+               supercontents |= SUPERCONTENTS_MONSTERCLIP;
+       if (nativecontents & CONTENTSQ3_DONOTENTER)
+               supercontents |= SUPERCONTENTS_DONOTENTER;
        return supercontents;
 }
 
@@ -5373,6 +5404,12 @@ static int Mod_Q3BSP_NativeContentsFromSuperContents(model_t *model, int superco
                nativecontents |= CONTENTSQ3_CORPSE;
        if (supercontents & SUPERCONTENTS_NODROP)
                nativecontents |= CONTENTSQ3_NODROP;
+       if (supercontents & SUPERCONTENTS_PLAYERCLIP)
+               nativecontents |= CONTENTSQ3_PLAYERCLIP;
+       if (supercontents & SUPERCONTENTS_MONSTERCLIP)
+               nativecontents |= CONTENTSQ3_MONSTERCLIP;
+       if (supercontents & SUPERCONTENTS_DONOTENTER)
+               nativecontents |= CONTENTSQ3_DONOTENTER;
        return nativecontents;
 }
 
@@ -5415,9 +5452,11 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer)
        mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
        mod->brush.FatPVS = Mod_Q1BSP_FatPVS;
        mod->brush.BoxTouchingPVS = Mod_Q1BSP_BoxTouchingPVS;
+       mod->brush.BoxTouchingLeafPVS = Mod_Q1BSP_BoxTouchingLeafPVS;
        mod->brush.BoxTouchingVisibleLeafs = Mod_Q1BSP_BoxTouchingVisibleLeafs;
        mod->brush.LightPoint = Mod_Q3BSP_LightPoint;
        mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;
+       mod->brush.PointInLeaf = Mod_Q1BSP_PointInLeaf;
        mod->Draw = R_Q1BSP_Draw;
        mod->GetLightInfo = R_Q1BSP_GetLightInfo;
        mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
@@ -5453,16 +5492,19 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer)
        Mod_Q3BSP_LoadPVS(&header->lumps[Q3LUMP_PVS]);
        loadmodel->brush.numsubmodels = loadmodel->brushq3.num_models;
 
+       // the MakePortals code works fine on the q3bsp data as well
+       Mod_Q1BSP_MakePortals();
+
        // make a single combined shadow mesh to allow optimized shadow volume creation
        numshadowmeshtriangles = 0;
        for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
        {
                surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
-               numshadowmeshtriangles += surface->mesh.num_triangles;
+               numshadowmeshtriangles += surface->num_triangles;
        }
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
        for (j = 0, surface = loadmodel->brush.data_surfaces;j < loadmodel->brush.num_surfaces;j++, surface++)
-               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->mesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->mesh.num_triangles, surface->mesh.data_element3i);
+               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->groupmesh->data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
        Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);
 
@@ -5499,6 +5541,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer)
                        mod->brush.GetPVS = NULL;
                        mod->brush.FatPVS = NULL;
                        mod->brush.BoxTouchingPVS = NULL;
+                       mod->brush.BoxTouchingLeafPVS = NULL;
                        mod->brush.BoxTouchingVisibleLeafs = NULL;
                        mod->brush.LightPoint = NULL;
                        mod->brush.FindNonSolidLocation = Mod_Q1BSP_FindNonSolidLocation;