]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
snap curve vertices to solve some finicky collision problems and probably also makes...
[xonotic/darkplaces.git] / model_shared.c
index d600269bd60f517be377e2fa503fb2ccd8ed04d5..20dc64f7453c87761ed3cf77d9a87d36a05506d5 100644 (file)
@@ -26,6 +26,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "image.h"
 #include "r_shadow.h"
 
+cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
+
 model_t *loadmodel;
 
 // LordHavoc: increased from 512 to 2048
@@ -35,6 +37,7 @@ static model_t mod_known[MAX_MOD_KNOWN];
 rtexturepool_t *mod_shared_texturepool;
 rtexture_t *r_notexture;
 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
+rtexture_t *mod_shared_distorttexture[64];
 
 void Mod_BuildDetailTextures (void)
 {
@@ -76,6 +79,63 @@ void Mod_BuildDetailTextures (void)
        }
 }
 
+qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
+{
+       int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
+                               ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
+                               ((y2 - y0) * morph) +
+                               (y1));
+
+       if (value > 255)
+               value = 255;
+       if (value < 0)
+               value = 0;
+
+       return (qbyte)value;
+}
+
+void Mod_BuildDistortTexture (void)
+{
+       int x, y, i, j;
+#define DISTORTRESOLUTION 32
+       qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
+
+       for (i=0; i<4; i++)
+       {
+               for (y=0; y<DISTORTRESOLUTION; y++)
+               {
+                       for (x=0; x<DISTORTRESOLUTION; x++)
+                       {
+                               data[i][y][x][0] = rand () & 255;
+                               data[i][y][x][1] = rand () & 255;
+                       }
+               }
+       }
+
+
+       for (i=0; i<4; i++)
+       {
+               for (j=0; j<16; j++)
+               {
+                       mod_shared_distorttexture[i*16+j] = NULL;
+                       if (gl_textureshader)
+                       {
+                               for (y=0; y<DISTORTRESOLUTION; y++)
+                               {
+                                       for (x=0; x<DISTORTRESOLUTION; x++)
+                                       {
+                                               data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
+                                               data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
+                                       }
+                               }
+                               mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
+                       }
+               }
+       }
+
+       return;
+}
+
 texture_t r_surf_notexture;
 
 void Mod_SetupNoTexture(void)
@@ -119,6 +179,7 @@ static void mod_start(void)
        mod_shared_texturepool = R_AllocTexturePool();
        Mod_SetupNoTexture();
        Mod_BuildDetailTextures();
+       Mod_BuildDistortTexture();
 }
 
 static void mod_shutdown(void)
@@ -133,6 +194,34 @@ static void mod_shutdown(void)
 
 static void mod_newmap(void)
 {
+       msurface_t *surf;
+       int i, surfnum, ssize, tsize;
+
+       if (!cl_stainmapsclearonload.integer)
+               return;
+
+       for (i=0; i<MAX_MOD_KNOWN; i++)
+       {
+               if (mod_known[i].name[0] && mod_known[i].type == mod_brushq1)
+               {
+                       for (surfnum=0, surf=mod_known[i].brushq1.surfaces; surfnum<mod_known[i].brushq1.numsurfaces;surfnum++, surf++)
+                       {
+                               if (surf->texinfo->texture->flags & SURF_LIGHTMAP)
+                               {
+                                       ssize = (surf->extents[0] >> 4) + 1;
+                                       tsize = (surf->extents[1] >> 4) + 1;
+                                       
+                                       if (ssize > 256 || tsize > 256)
+                                               Host_Error("Bad surface extents");
+
+                                       if (surf->stainsamples)
+                                               memset(surf->stainsamples, 255, ssize * tsize * 3);
+
+                                       surf->cached_dlight = true;
+                               }
+                       }
+               }
+       }
 }
 
 /*
@@ -140,7 +229,7 @@ static void mod_newmap(void)
 Mod_Init
 ===============
 */
-static void Mod_Print (void);
+static void Mod_Print(void);
 static void Mod_Precache (void);
 void Mod_Init (void)
 {
@@ -148,6 +237,7 @@ void Mod_Init (void)
        Mod_AliasInit();
        Mod_SpriteInit();
 
+       Cvar_RegisterVariable(&r_mipskins);
        Cmd_AddCommand ("modellist", Mod_Print);
        Cmd_AddCommand ("modelprecache", Mod_Precache);
 }
@@ -198,75 +288,69 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk,
 
        crc = 0;
        buf = NULL;
-       if (!mod->needload)
+       if (mod->isworldmodel != isworldmodel)
+               mod->needload = true;
+       if (mod->needload || checkdisk)
        {
-               if (checkdisk)
+               if (checkdisk && !mod->needload)
+                       Con_DPrintf("checking model %s\n", mod->name);
+               buf = FS_LoadFile (mod->name, tempmempool, false);
+               if (buf)
                {
-                       buf = FS_LoadFile (mod->name, false);
-                       if (!buf)
-                       {
-                               if (crash)
-                                       Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
-                               return NULL;
-                       }
-
                        crc = CRC_Block(buf, fs_filesize);
-               }
-               else
-                       crc = mod->crc;
-
-               if (mod->crc == crc && mod->isworldmodel == isworldmodel)
-               {
-                       if (buf)
-                               Mem_Free(buf);
-                       return mod; // already loaded
+                       if (mod->crc != crc)
+                               mod->needload = true;
                }
        }
+       if (!mod->needload)
+               return mod; // already loaded
 
        Con_DPrintf("loading model %s\n", mod->name);
-
-       if (!buf)
-       {
-               buf = FS_LoadFile (mod->name, false);
-               if (!buf)
-               {
-                       if (crash)
-                               Host_Error ("Mod_LoadModel: %s not found", mod->name);
-                       return NULL;
-               }
-               crc = CRC_Block(buf, fs_filesize);
-       }
-
-       // allocate a new model
-       loadmodel = mod;
-
        // LordHavoc: unload the existing model in this slot (if there is one)
        Mod_UnloadModel(mod);
+       // load the model
        mod->isworldmodel = isworldmodel;
        mod->used = true;
        mod->crc = crc;
        // errors can prevent the corresponding mod->needload = false;
        mod->needload = true;
 
+       // default model radius and bounding box (mainly for missing models)
+       mod->radius = 16;
+       VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
+       VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
+       VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
+       VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
+       VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
+       VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
+
        // all models use memory, so allocate a memory pool
-       mod->mempool = Mem_AllocPool(mod->name);
+       mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
        // all models load textures, so allocate a texture pool
        if (cls.state != ca_dedicated)
                mod->texturepool = R_AllocTexturePool();
 
-       // call the apropriate loader
-       num = LittleLong(*((int *)buf));
-            if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
-       else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
-       else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
-       else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
-       else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
-       else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
-       else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
-       else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
-       else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
-
-       Mem_Free(buf);
+       if (buf)
+       {
+               num = LittleLong(*((int *)buf));
+               // call the apropriate loader
+               loadmodel = mod;
+                    if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
+               else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
+               else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
+               else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
+               else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
+               else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
+               else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
+               else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
+               else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
+               Mem_Free(buf);
+       }
+       else if (crash)
+       {
+               // LordHavoc: Sys_Error was *ANNOYING*
+               Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
+       }
 
        // no errors occurred
        mod->needload = false;
@@ -281,8 +365,8 @@ void Mod_CheckLoaded(model_t *mod)
                        Mod_LoadModel(mod, true, true, mod->isworldmodel);
                else
                {
-                       if (mod->type == mod_invalid)
-                               Host_Error("Mod_CheckLoaded: invalid model\n");
+                       //if (mod->type == mod_invalid)
+                       //      Host_Error("Mod_CheckLoaded: invalid model\n");
                        mod->used = true;
                        return;
                }
@@ -414,10 +498,10 @@ static void Mod_Print(void)
        int             i;
        model_t *mod;
 
-       Con_Print("Loaded models:\n");
+       Con_Print("Loaded models:\n");
        for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
                if (mod->name[0])
-                       Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
+                       Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
 }
 
 /*
@@ -430,10 +514,94 @@ static void Mod_Precache(void)
        if (Cmd_Argc() == 2)
                Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
        else
-               Con_Printf("usage: modelprecache <filename>\n");
+               Con_Print("usage: modelprecache <filename>\n");
 }
 
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
+int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
+{
+       int i, count;
+       qbyte *used;
+       used = Mem_Alloc(tempmempool, numvertices);
+       memset(used, 0, numvertices);
+       for (i = 0;i < numelements;i++)
+               used[elements[i]] = 1;
+       for (i = 0, count = 0;i < numvertices;i++)
+               remapvertices[i] = used[i] ? count++ : -1;
+       Mem_Free(used);
+       return count;
+}
+
+#if 1
+// fast way, using an edge hash
+#define TRIANGLEEDGEHASH 16384
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
+{
+       int i, j, p, e1, e2, *n, hashindex, count, match;
+       const int *e;
+       typedef struct edgehashentry_s
+       {
+               struct edgehashentry_s *next;
+               int triangle;
+               int element[2];
+       }
+       edgehashentry_t;
+       edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
+       memset(edgehash, 0, sizeof(edgehash));
+       edgehashentries = edgehashentriesbuffer;
+       // if there are too many triangles for the stack array, allocate larger buffer
+       if (numtriangles > TRIANGLEEDGEHASH)
+               edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
+       // find neighboring triangles
+       for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
+       {
+               for (j = 0, p = 2;j < 3;p = j, j++)
+               {
+                       e1 = e[p];
+                       e2 = e[j];
+                       // this hash index works for both forward and backward edges
+                       hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
+                       hash = edgehashentries + i * 3 + j;
+                       hash->next = edgehash[hashindex];
+                       edgehash[hashindex] = hash;
+                       hash->triangle = i;
+                       hash->element[0] = e1;
+                       hash->element[1] = e2;
+               }
+       }
+       for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
+       {
+               for (j = 0, p = 2;j < 3;p = j, j++)
+               {
+                       e1 = e[p];
+                       e2 = e[j];
+                       // this hash index works for both forward and backward edges
+                       hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
+                       count = 0;
+                       match = -1;
+                       for (hash = edgehash[hashindex];hash;hash = hash->next)
+                       {
+                               if (hash->element[0] == e2 && hash->element[1] == e1)
+                               {
+                                       if (hash->triangle != i)
+                                               match = hash->triangle;
+                                       count++;
+                               }
+                               else if ((hash->element[0] == e1 && hash->element[1] == e2))
+                                       count++;
+                       }
+                       // detect edges shared by three triangles and make them seams
+                       if (count > 2)
+                               match = -1;
+                       n[p] = match;
+               }
+       }
+       // free the allocated buffer
+       if (edgehashentries != edgehashentriesbuffer)
+               Mem_Free(edgehashentries);
+}
+#else
+// very slow but simple way
+static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
 {
        int i, match, count;
        count = 0;
@@ -470,6 +638,7 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria
                n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
        }
 }
+#endif
 
 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
 {
@@ -480,10 +649,91 @@ void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, c
 }
 
 // warning: this is an expensive function!
+void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
+{
+       int i, tnum;
+       float normal[3], *v;
+       const int *e;
+       // clear the vectors
+       memset(normal3f, 0, numverts * sizeof(float[3]));
+       // process each vertex of each triangle and accumulate the results
+       for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
+       {
+               TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
+               VectorNormalize(normal);
+               v = normal3f + e[0] * 3;
+               v[0] += normal[0];
+               v[1] += normal[1];
+               v[2] += normal[2];
+               v = normal3f + e[1] * 3;
+               v[0] += normal[0];
+               v[1] += normal[1];
+               v[2] += normal[2];
+               v = normal3f + e[2] * 3;
+               v[0] += normal[0];
+               v[1] += normal[1];
+               v[2] += normal[2];
+       }
+       // now we could divide the vectors by the number of averaged values on
+       // each vertex...  but instead normalize them
+       for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+               VectorNormalize(v);
+}
+
+void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
+{
+       float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
+       // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
+       // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
+
+       // 6 multiply, 9 subtract
+       VectorSubtract(v1, v0, v10);
+       VectorSubtract(v2, v0, v20);
+       normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
+       normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
+       normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
+       // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
+       VectorNormalize(normal3f);
+       // 12 multiply, 10 subtract
+       tc10[1] = tc1[1] - tc0[1];
+       tc20[1] = tc2[1] - tc0[1];
+       svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
+       svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
+       svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
+       tc10[0] = tc1[0] - tc0[0];
+       tc20[0] = tc2[0] - tc0[0];
+       tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
+       tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
+       tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
+       // 12 multiply, 4 add, 6 subtract
+       f = DotProduct(svector3f, normal3f);
+       svector3f[0] -= f * normal3f[0];
+       svector3f[1] -= f * normal3f[1];
+       svector3f[2] -= f * normal3f[2];
+       f = DotProduct(tvector3f, normal3f);
+       tvector3f[0] -= f * normal3f[0];
+       tvector3f[1] -= f * normal3f[1];
+       tvector3f[2] -= f * normal3f[2];
+       // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
+       VectorNormalize(svector3f);
+       VectorNormalize(tvector3f);
+       // if texture is mapped the wrong way (counterclockwise), the tangents
+       // have to be flipped, this is detected by calculating a normal from the
+       // two tangents, and seeing if it is opposite the surface normal
+       // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
+       CrossProduct(tvector3f, svector3f, tangentcross);
+       if (DotProduct(tangentcross, normal3f) < 0)
+       {
+               VectorNegate(svector3f, svector3f);
+               VectorNegate(tvector3f, tvector3f);
+       }
+}
+
+// warning: this is a very expensive function!
 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
 {
        int i, tnum;
-       float sdir[3], tdir[3], normal[3], f, *v;
+       float sdir[3], tdir[3], normal[3], *v;
        const int *e;
        // clear the vectors
        if (svector3f)
@@ -495,73 +745,32 @@ void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const flo
        // process each vertex of each triangle and accumulate the results
        for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
        {
-               // calculate texture matrix for triangle
-               // and then accumulate matrix onto verts used by triangle
-#if 0
-               // 3 assignments, 3 subtracts
-               VectorSubtract(vertex3f + e[1] * 3, vertex3f + e[0] * 3, edgedir1);
-               // 3 assignments, 3 subtracts
-               VectorSubtract(vertex3f + e[2] * 3, vertex3f + e[0] * 3, edgedir2);
-               // 3 assignments, 3 subtracts, 6 multiplies
-               CrossProduct(edgedir1, edgedir2, normal);
-#else
-               // 3 assignments, 15 subtracts, 6 multiplies
-               normal[0] = (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]) - (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]);
-               normal[1] = (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]) - (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]);
-               normal[2] = (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]) - (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]);
-#endif
-
-               // 1 assignment, 2 adds, 3 multiplies, 1 compare
-               f = DotProduct(normal, normal);
-               if (f >= 0.001)
+               Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
+               if (svector3f)
                {
-                       // 4 assignments, 1 divide, 1 sqrt, 3 multiplies
-                       f = 1.0f / f;
-                       VectorScale(normal, f, normal);
-                       if (normal3f)
+                       for (i = 0;i < 3;i++)
                        {
-                               // 9 assignments, 9 adds
-                               for (i = 0;i < 3;i++)
-                               {
-                                       normal3f[e[i]*3  ] += normal[0];
-                                       normal3f[e[i]*3+1] += normal[1];
-                                       normal3f[e[i]*3+2] += normal[2];
-                               }
+                               svector3f[e[i]*3  ] += sdir[0];
+                               svector3f[e[i]*3+1] += sdir[1];
+                               svector3f[e[i]*3+2] += sdir[2];
                        }
-                       if (tvector3f || svector3f)
+               }
+               if (tvector3f)
+               {
+                       for (i = 0;i < 3;i++)
                        {
-                               // 3 assignments, 15 subtracts, 6 multiplies
-                               tdir[0] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+0] - vertex3f[e[0]*3+0]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+0] - vertex3f[e[0]*3+0]));
-                               tdir[1] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+1] - vertex3f[e[0]*3+1]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+1] - vertex3f[e[0]*3+1]));
-                               tdir[2] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+2] - vertex3f[e[0]*3+2]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+2] - vertex3f[e[0]*3+2]));
-                               // 1 assignments, 1 negates, 2 adds, 3 multiplies
-                               f = -DotProduct(tdir, normal);
-                               // 3 assignments, 3 adds, 3 multiplies
-                               VectorMA(tdir, f, normal, tdir);
-                               // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
-                               VectorNormalize(tdir);
-                               if (tvector3f)
-                               {
-                                       // 9 assignments, 9 adds
-                                       for (i = 0;i < 3;i++)
-                                       {
-                                               tvector3f[e[i]*3  ] += tdir[0];
-                                               tvector3f[e[i]*3+1] += tdir[1];
-                                               tvector3f[e[i]*3+2] += tdir[2];
-                                       }
-                               }
-                               if (svector3f)
-                               {
-                                       // 3 assignments, 3 subtracts, 6 multiplies
-                                       CrossProduct(normal, tdir, sdir);
-                                       // 9 assignments, 9 adds
-                                       for (i = 0;i < 3;i++)
-                                       {
-                                               svector3f[e[i]*3  ] += sdir[0];
-                                               svector3f[e[i]*3+1] += sdir[1];
-                                               svector3f[e[i]*3+2] += sdir[2];
-                                       }
-                               }
+                               tvector3f[e[i]*3  ] += tdir[0];
+                               tvector3f[e[i]*3+1] += tdir[1];
+                               tvector3f[e[i]*3+2] += tdir[2];
+                       }
+               }
+               if (normal3f)
+               {
+                       for (i = 0;i < 3;i++)
+                       {
+                               normal3f[e[i]*3  ] += normal[0];
+                               normal3f[e[i]*3+1] += normal[1];
+                               normal3f[e[i]*3+2] += normal[2];
                        }
                }
        }
@@ -581,119 +790,173 @@ void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const flo
                        VectorNormalize(v);
 }
 
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
 {
-       shadowmesh_t *mesh;
-       mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
-       mesh->maxverts = maxverts;
-       mesh->maxtriangles = maxverts;
-       mesh->numverts = 0;
-       mesh->numtriangles = 0;
-       mesh->vertex3f = (float *)(mesh + 1);
-       mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
-       mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
-       mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
-       mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
-       return mesh;
+       shadowmesh_t *newmesh;
+       qbyte *data;
+       int size;
+       size = sizeof(shadowmesh_t);
+       size += maxverts * sizeof(float[3]);
+       if (light)
+               size += maxverts * sizeof(float[11]);
+       size += maxtriangles * sizeof(int[3]);
+       if (neighbors)
+               size += maxtriangles * sizeof(int[3]);
+       if (expandable)
+               size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
+       data = Mem_Alloc(mempool, size);
+       newmesh = (void *)data;data += sizeof(*newmesh);
+       newmesh->map_diffuse = map_diffuse;
+       newmesh->map_specular = map_specular;
+       newmesh->map_normal = map_normal;
+       newmesh->maxverts = maxverts;
+       newmesh->maxtriangles = maxtriangles;
+       newmesh->numverts = 0;
+       newmesh->numtriangles = 0;
+
+       newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
+       if (light)
+       {
+               newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
+               newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
+               newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
+               newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
+       }
+       newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
+       if (neighbors)
+       {
+               newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
+       }
+       if (expandable)
+       {
+               newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
+               newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
+       }
+       return newmesh;
 }
 
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
 {
        shadowmesh_t *newmesh;
-       newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
-       newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
-       newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
-       newmesh->vertex3f = (float *)(newmesh + 1);
-       newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
-       newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
-       memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
-       memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
-       memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
+       newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
+       newmesh->numverts = oldmesh->numverts;
+       newmesh->numtriangles = oldmesh->numtriangles;
+
+       memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
+       if (newmesh->svector3f && oldmesh->svector3f)
+       {
+               memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
+               memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
+               memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
+               memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
+       }
+       memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
+       if (newmesh->neighbor3i && oldmesh->neighbor3i)
+               memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
        return newmesh;
 }
 
-int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
 {
-       int hashindex;
-       float *m;
+       int hashindex, vnum;
        shadowmeshvertexhash_t *hash;
        // this uses prime numbers intentionally
-       hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
+       hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
        for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
        {
-               m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
-               if (m[0] == v[0] && m[1] == v[1] &&  m[2] == v[2])
+               vnum = (hash - mesh->vertexhashentries);
+               if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
+                && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
+                && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
+                && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
+                && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
                        return hash - mesh->vertexhashentries;
        }
-       hash = mesh->vertexhashentries + mesh->numverts;
+       vnum = mesh->numverts++;
+       hash = mesh->vertexhashentries + vnum;
        hash->next = mesh->vertexhashtable[hashindex];
        mesh->vertexhashtable[hashindex] = hash;
-       m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
-       VectorCopy(v, m);
-       mesh->numverts++;
-       return mesh->numverts - 1;
+       if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
+       if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
+       if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
+       if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
+       if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
+       return vnum;
 }
 
-void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
 {
-       while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
+       if (mesh->numtriangles == 0)
+       {
+               // set the properties on this empty mesh to be more favorable...
+               // (note: this case only occurs for the first triangle added to a new mesh chain)
+               mesh->map_diffuse = map_diffuse;
+               mesh->map_specular = map_specular;
+               mesh->map_normal = map_normal;
+       }
+       while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
        {
                if (mesh->next == NULL)
-                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
+                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
                mesh = mesh->next;
        }
-       mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
-       mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
-       mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
+       mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
+       mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
+       mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
        mesh->numtriangles++;
 }
 
-void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
 {
-       int i;
-       float *v;
-       for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
-               Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
-       /*
-       int i, i1, i2, i3;
-       float *v;
-       while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
+       int i, j, e;
+       float vbuf[3*14], *v;
+       memset(vbuf, 0, sizeof(vbuf));
+       for (i = 0;i < numtris;i++)
        {
-               if (mesh->next == NULL)
-                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
-               mesh = mesh->next;
-       }
-       i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
-       i2 = 0;
-       i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
-       for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
-       {
-               i2 = i3;
-               i3 = Mod_ShadowMesh_AddVertex(mesh, v);
-               mesh->elements[mesh->numtriangles * 3 + 0] = i1;
-               mesh->elements[mesh->numtriangles * 3 + 1] = i2;
-               mesh->elements[mesh->numtriangles * 3 + 2] = i3;
-               mesh->numtriangles++;
+               for (j = 0, v = vbuf;j < 3;j++, v += 14)
+               {
+                       e = *element3i++;
+                       if (vertex3f)
+                       {
+                               v[0] = vertex3f[e * 3 + 0];
+                               v[1] = vertex3f[e * 3 + 1];
+                               v[2] = vertex3f[e * 3 + 2];
+                       }
+                       if (svector3f)
+                       {
+                               v[3] = svector3f[e * 3 + 0];
+                               v[4] = svector3f[e * 3 + 1];
+                               v[5] = svector3f[e * 3 + 2];
+                       }
+                       if (tvector3f)
+                       {
+                               v[6] = tvector3f[e * 3 + 0];
+                               v[7] = tvector3f[e * 3 + 1];
+                               v[8] = tvector3f[e * 3 + 2];
+                       }
+                       if (normal3f)
+                       {
+                               v[9] = normal3f[e * 3 + 0];
+                               v[10] = normal3f[e * 3 + 1];
+                               v[11] = normal3f[e * 3 + 2];
+                       }
+                       if (texcoord2f)
+                       {
+                               v[12] = texcoord2f[e * 2 + 0];
+                               v[13] = texcoord2f[e * 2 + 1];
+                       }
+               }
+               Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
        }
-       */
 }
 
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
 {
-       int i;
-       for (i = 0;i < numtris;i++, elements += 3)
-               Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
+       return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
 }
 
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
 {
-       return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
-}
-
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
-{
-#if 1
-       //int i;
        shadowmesh_t *mesh, *newmesh, *nextmesh;
        // reallocate meshs to conserve space
        for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
@@ -701,25 +964,12 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
                nextmesh = mesh->next;
                if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
                {
-                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
+                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
                        newmesh->next = firstmesh;
                        firstmesh = newmesh;
-                       //Con_Printf("mesh\n");
-                       //for (i = 0;i < newmesh->numtriangles;i++)
-                       //      Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
-                       Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
-                       Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
                }
                Mem_Free(mesh);
        }
-#else
-       shadowmesh_t *mesh;
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
-       {
-               Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
-               Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
-       }
-#endif
        return firstmesh;
 }
 
@@ -800,7 +1050,7 @@ int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags,
                skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
        skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
        if (s.nmappixels != NULL)
-               skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.basepixels_width, s.basepixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
+               skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
        if (s.glosspixels != NULL)
                skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
        if (s.glowpixels != NULL && loadglowtexture)
@@ -860,3 +1110,250 @@ int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textu
        }
        return true;
 }
+
+void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+{
+       float v[3], tc[3];
+       v[0] = ix;
+       v[1] = iy;
+       if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
+               v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
+       else
+               v[2] = 0;
+       Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
+       Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
+       texcoord2f[0] = tc[0];
+       texcoord2f[1] = tc[1];
+}
+
+void Mod_GetTerrainVertexFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+{
+       float vup[3], vdown[3], vleft[3], vright[3];
+       float tcup[3], tcdown[3], tcleft[3], tcright[3];
+       float sv[3], tv[3], nl[3];
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
+       Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
+       VectorAdd(svector3f, sv, svector3f);
+       VectorAdd(tvector3f, tv, tvector3f);
+       VectorAdd(normal3f, nl, normal3f);
+       Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
+       VectorAdd(svector3f, sv, svector3f);
+       VectorAdd(tvector3f, tv, tvector3f);
+       VectorAdd(normal3f, nl, normal3f);
+       Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
+       VectorAdd(svector3f, sv, svector3f);
+       VectorAdd(tvector3f, tv, tvector3f);
+       VectorAdd(normal3f, nl, normal3f);
+}
+
+void Mod_ConstructTerrainPatchFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+{
+       int x, y, ix, iy, *e;
+       e = element3i;
+       for (y = 0;y < height;y++)
+       {
+               for (x = 0;x < width;x++)
+               {
+                       e[0] = (y + 1) * (width + 1) + (x + 0);
+                       e[1] = (y + 0) * (width + 1) + (x + 0);
+                       e[2] = (y + 1) * (width + 1) + (x + 1);
+                       e[3] = (y + 0) * (width + 1) + (x + 0);
+                       e[4] = (y + 0) * (width + 1) + (x + 1);
+                       e[5] = (y + 1) * (width + 1) + (x + 1);
+                       e += 6;
+               }
+       }
+       Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
+       for (y = 0, iy = y1;y < height + 1;y++, iy++)
+               for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
+                       Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+}
+
+skinfile_t *Mod_LoadSkinFiles(void)
+{
+       int i, words, numtags, line, tagsetsused = false, wordsoverflow;
+       char *text;
+       const char *data;
+       skinfile_t *skinfile = NULL, *first = NULL;
+       skinfileitem_t *skinfileitem;
+       char word[10][MAX_QPATH];
+       overridetagnameset_t tagsets[MAX_SKINS];
+       overridetagname_t tags[256];
+
+/*
+sample file:
+U_bodyBox,models/players/Legoman/BikerA2.tga
+U_RArm,models/players/Legoman/BikerA1.tga
+U_LArm,models/players/Legoman/BikerA1.tga
+U_armor,common/nodraw
+U_sword,common/nodraw
+U_shield,common/nodraw
+U_homb,common/nodraw
+U_backpack,common/nodraw
+U_colcha,common/nodraw
+tag_head,
+tag_weapon,
+tag_torso,
+*/
+       memset(tagsets, 0, sizeof(tagsets));
+       memset(word, 0, sizeof(word));
+       for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
+       {
+               numtags = 0;
+
+               // If it's the first file we parse
+               if (skinfile == NULL)
+               {
+                       skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
+                       first = skinfile;
+               }
+               else
+               {
+                       skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
+                       skinfile = skinfile->next;
+               }
+               skinfile->next = NULL;
+
+               for(line = 0;;line++)
+               {
+                       // parse line
+                       if (!COM_ParseToken(&data, true))
+                               break;
+                       if (!strcmp(com_token, "\n"))
+                               continue;
+                       words = 0;
+                       wordsoverflow = false;
+                       do
+                       {
+                               if (words < 10)
+                                       strlcpy(word[words++], com_token, sizeof (word[0]));
+                               else
+                                       wordsoverflow = true;
+                       }
+                       while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
+                       if (wordsoverflow)
+                       {
+                               Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
+                               continue;
+                       }
+                       // words is always >= 1
+                       if (!strcmp(word[0], "replace"))
+                       {
+                               if (words == 3)
+                               {
+                                       Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+                                       skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+                                       skinfileitem->next = skinfile->items;
+                                       skinfile->items = skinfileitem;
+                                       strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
+                                       strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
+                               }
+                               else
+                                       Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
+                       }
+                       else if (words == 2 && !strcmp(word[1], ","))
+                       {
+                               // tag name, like "tag_weapon,"
+                               Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
+                               memset(tags + numtags, 0, sizeof(tags[numtags]));
+                               strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
+                               numtags++;
+                       }
+                       else if (words == 3 && !strcmp(word[1], ","))
+                       {
+                               // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
+                               Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+                               skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+                               skinfileitem->next = skinfile->items;
+                               skinfile->items = skinfileitem;
+                               strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
+                               strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
+                       }
+                       else
+                               Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
+               }
+               Mem_Free(text);
+
+               if (numtags)
+               {
+                       overridetagnameset_t *t;
+                       t = tagsets + i;
+                       t->num_overridetagnames = numtags;
+                       t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
+                       memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
+                       tagsetsused = true;
+               }
+       }
+       if (tagsetsused)
+       {
+               loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
+               memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
+       }
+       if (i)
+               loadmodel->numskins = i;
+       return first;
+}
+
+void Mod_FreeSkinFiles(skinfile_t *skinfile)
+{
+       skinfile_t *next;
+       skinfileitem_t *skinfileitem, *nextitem;
+       for (;skinfile;skinfile = next)
+       {
+               next = skinfile->next;
+               for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
+               {
+                       nextitem = skinfileitem->next;
+                       Mem_Free(skinfileitem);
+               }
+               Mem_Free(skinfile);
+       }
+}
+
+int Mod_CountSkinFiles(skinfile_t *skinfile)
+{
+       int i;
+       for (i = 0;skinfile;skinfile = skinfile->next, i++);
+       return i;
+}
+
+void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
+{
+       int i;
+       double isnap = 1.0 / snap;
+       for (i = 0;i < numvertices*numcomponents;i++)
+               vertices[i] = floor(vertices[i]*isnap)*snap;
+}
+
+int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
+{
+       int i, outtriangles;
+       float d, edgedir[3], temp[3];
+       // a degenerate triangle is one with no width (thickness, surface area)
+       // these are characterized by having all 3 points colinear (along a line)
+       // or having two points identical
+       for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
+       {
+               // calculate first edge
+               VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
+               if (VectorLength2(edgedir) < 0.0001f)
+                       continue; // degenerate first edge (no length)
+               VectorNormalize(edgedir);
+               // check if third point is on the edge (colinear)
+               d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
+               VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
+               if (VectorLength2(temp) < 0.0001f)
+                       continue; // third point colinear with first edge
+               // valid triangle (no colinear points, no duplicate points)
+               VectorCopy(inelement3i, outelement3i);
+               outelement3i += 3;
+               outtriangles++;
+       }
+       return outtriangles;
+}
+