]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
Added a mempool parameter to FS_LoadFile
[xonotic/darkplaces.git] / model_shared.c
index d993fe8f880e0e0f787f70017c64891b22834191..3927458428f3d40517c3b49754e77a353f679132 100644 (file)
@@ -37,6 +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)
 {
@@ -78,6 +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)
@@ -121,6 +179,7 @@ static void mod_start(void)
        mod_shared_texturepool = R_AllocTexturePool();
        Mod_SetupNoTexture();
        Mod_BuildDetailTextures();
+       Mod_BuildDistortTexture();
 }
 
 static void mod_shutdown(void)
@@ -142,7 +201,7 @@ 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)
 {
@@ -205,7 +264,7 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk,
        {
                if (checkdisk)
                {
-                       buf = FS_LoadFile (mod->name, false);
+                       buf = FS_LoadFile (mod->name, tempmempool, false);
                        if (!buf)
                        {
                                if (crash)
@@ -230,7 +289,7 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk,
 
        if (!buf)
        {
-               buf = FS_LoadFile (mod->name, false);
+               buf = FS_LoadFile (mod->name, tempmempool, false);
                if (!buf)
                {
                        if (crash)
@@ -417,10 +476,10 @@ 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);
 }
 
 /*
@@ -433,10 +492,80 @@ 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)
+#if 1
+// fast way, using an edge hash
+#define TRIANGLEEDGEHASH 1024
+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;
@@ -473,6 +602,7 @@ 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)
 {
@@ -495,7 +625,13 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con
        f = -DotProduct(tvector3f, normal3f);
        VectorMA(tvector3f, f, normal3f, tvector3f);
        VectorNormalize(tvector3f);
-       CrossProduct(normal3f, tvector3f, svector3f);
+       // note: can't be a CrossProduct as that sometimes flips the texture
+       svector3f[0] = ((tc1[1] - tc0[1]) * (v2[0] - v0[0]) - (tc2[1] - tc0[1]) * (v1[0] - v0[0]));
+       svector3f[1] = ((tc1[1] - tc0[1]) * (v2[1] - v0[1]) - (tc2[1] - tc0[1]) * (v1[1] - v0[1]));
+       svector3f[2] = ((tc1[1] - tc0[1]) * (v2[2] - v0[2]) - (tc2[1] - tc0[1]) * (v1[2] - v0[2]));
+       f = -DotProduct(svector3f, normal3f);
+       VectorMA(svector3f, f, normal3f, svector3f);
+       VectorNormalize(svector3f);
 }
 
 // warning: this is an expensive function!
@@ -559,119 +695,173 @@ 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)
-       {
-               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)
+       int i, j, e;
+       float vbuf[3*14], *v;
+       memset(vbuf, 0, sizeof(vbuf));
+       for (i = 0;i < numtris;i++)
        {
-               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)
-{
-       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);
 }
 
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
+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)
 {
-       return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
+       return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
 }
 
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
 {
-#if 1
-       //int i;
        shadowmesh_t *mesh, *newmesh, *nextmesh;
        // reallocate meshs to conserve space
        for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
@@ -679,25 +869,12 @@ 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;
 }
 
@@ -930,7 +1107,7 @@ 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), true));i++)
+       for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
        {
                numtags = 0;
                skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
@@ -948,7 +1125,7 @@ tag_torso,
                        do
                        {
                                if (words < 10)
-                                       strncpy(word[words++], com_token, MAX_QPATH - 1);
+                                       strlcpy(word[words++], com_token, sizeof (word[0]));
                                else
                                        wordsoverflow = true;
                        }
@@ -967,8 +1144,8 @@ tag_torso,
                                        skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
                                        skinfileitem->next = skinfile->items;
                                        skinfile->items = skinfileitem;
-                                       strncpy(skinfileitem->name, word[1], sizeof(skinfileitem->name) - 1);
-                                       strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
+                                       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]);
@@ -978,7 +1155,7 @@ tag_torso,
                                // tag name, like "tag_weapon,"
                                Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
                                memset(tags + numtags, 0, sizeof(tags[numtags]));
-                               strncpy(tags[numtags].name, word[0], sizeof(tags[numtags].name) - 1);
+                               strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
                                numtags++;
                        }
                        else if (words == 3 && !strcmp(word[1], ","))
@@ -988,8 +1165,8 @@ tag_torso,
                                skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
                                skinfileitem->next = skinfile->items;
                                skinfile->items = skinfileitem;
-                               strncpy(skinfileitem->name, word[0], sizeof(skinfileitem->name) - 1);
-                               strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
+                               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);
@@ -1011,7 +1188,8 @@ tag_torso,
                loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
                memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
        }
-       loadmodel->numskins = i;
+       if (i)
+               loadmodel->numskins = i;
        return first;
 }
 
@@ -1038,4 +1216,30 @@ int Mod_CountSkinFiles(skinfile_t *skinfile)
        return i;
 }
 
+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;
+}