]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
Made RENDERPATH_GL20 require fbo support and always use it.
[xonotic/darkplaces.git] / model_shared.c
index 482cfe791b6a7b2bcacbdccf86564f9a1c1b65ed..5fea22985f3ccf20c3ffe2dd70ebd46abaabceba 100644 (file)
@@ -27,7 +27,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "r_shadow.h"
 #include "polygon.h"
 
+cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
+cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
@@ -61,7 +63,7 @@ static q3shader_data_t* q3shader_data;
 static void mod_start(void)
 {
        int i, count;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        SCR_PushLoadingScreen(false, "Loading models", 1.0);
@@ -84,7 +86,7 @@ static void mod_start(void)
 static void mod_shutdown(void)
 {
        int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        for (i = 0;i < nummodels;i++)
@@ -98,8 +100,8 @@ static void mod_shutdown(void)
 static void mod_newmap(void)
 {
        msurface_t *surface;
-       int i, j, k, surfacenum, ssize, tsize;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int i, j, k, l, surfacenum, ssize, tsize;
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        for (i = 0;i < nummodels;i++)
@@ -108,10 +110,11 @@ static void mod_newmap(void)
                {
                        for (j = 0;j < mod->num_textures && mod->data_textures;j++)
                        {
-                               for (k = 0;k < mod->data_textures[j].numskinframes;k++)
-                                       R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
-                               for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
-                                       R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
+                               // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them...
+                               for (l = 0; l < Q3SHADER_MAXLAYERS; l++)
+                                       if (mod->data_textures[j].shaderpasses[l])
+                                               for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++)
+                                                       R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]);
                        }
                        if (mod->brush.solidskyskinframe)
                                R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
@@ -159,7 +162,9 @@ void Mod_Init (void)
        Mod_AliasInit();
        Mod_SpriteInit();
 
+       Cvar_RegisterVariable(&r_enableshadowvolumes);
        Cvar_RegisterVariable(&r_mipskins);
+       Cvar_RegisterVariable(&r_mipnormalmaps);
        Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
        Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
        Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
@@ -196,12 +201,6 @@ void Mod_UnloadModel (dp_model_t *mod)
        used = mod->used;
        if (mod->mempool)
        {
-               if (mod->surfmesh.vertexpositionbuffer)
-                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexpositionbuffer);
-               mod->surfmesh.vertexpositionbuffer = NULL;
-               if (mod->surfmesh.vertexmeshbuffer)
-                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
-               mod->surfmesh.vertexmeshbuffer = NULL;
                if (mod->surfmesh.data_element3i_indexbuffer)
                        R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
                mod->surfmesh.data_element3i_indexbuffer = NULL;
@@ -224,78 +223,95 @@ void Mod_UnloadModel (dp_model_t *mod)
        mod->loaded = false;
 }
 
-void R_Model_Null_Draw(entity_render_t *ent)
+static void R_Model_Null_Draw(entity_render_t *ent)
 {
        return;
 }
 
 
-typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
+typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
 
-int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
+static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
 {
        const char *bufptr;
        int start, len;
        float fps;
        unsigned int i;
        qboolean loop;
+       char name[64];
 
        bufptr = buf;
        i = 0;
-       for(;;)
+       while(bufptr)
        {
                // an anim scene!
-               if (!COM_ParseToken_Simple(&bufptr, true, false))
-                       break;
+
+               // REQUIRED: fetch start
+               COM_ParseToken_Simple(&bufptr, true, false, true);
+               if (!bufptr)
+                       break; // end of file
                if (!strcmp(com_token, "\n"))
                        continue; // empty line
                start = atoi(com_token);
-               if (!COM_ParseToken_Simple(&bufptr, true, false))
-                       break;
-               if (!strcmp(com_token, "\n"))
+
+               // REQUIRED: fetch length
+               COM_ParseToken_Simple(&bufptr, true, false, true);
+               if (!bufptr || !strcmp(com_token, "\n"))
                {
                        Con_Printf("framegroups file: missing number of frames\n");
                        continue;
                }
                len = atoi(com_token);
-               if (!COM_ParseToken_Simple(&bufptr, true, false))
-                       break;
-               // we default to looping as it's usually wanted, so to NOT loop you append a 0
-               if (strcmp(com_token, "\n"))
+
+               // OPTIONAL args start
+               COM_ParseToken_Simple(&bufptr, true, false, true);
+
+               // OPTIONAL: fetch fps
+               fps = 20;
+               if (bufptr && strcmp(com_token, "\n"))
                {
                        fps = atof(com_token);
-                       if (!COM_ParseToken_Simple(&bufptr, true, false))
-                               break;
-                       if (strcmp(com_token, "\n"))
-                               loop = atoi(com_token) != 0;
-                       else
-                               loop = true;
+                       COM_ParseToken_Simple(&bufptr, true, false, true);
                }
-               else
+
+               // OPTIONAL: fetch loopflag
+               loop = true;
+               if (bufptr && strcmp(com_token, "\n"))
                {
-                       fps = 20;
-                       loop = true;
+                       loop = (atoi(com_token) != 0);
+                       COM_ParseToken_Simple(&bufptr, true, false, true);
                }
 
+               // OPTIONAL: fetch name
+               name[0] = 0;
+               if (bufptr && strcmp(com_token, "\n"))
+               {
+                       strlcpy(name, com_token, sizeof(name));
+                       COM_ParseToken_Simple(&bufptr, true, false, true);
+               }
+
+               // OPTIONAL: remaining unsupported tokens (eat them)
+               while (bufptr && strcmp(com_token, "\n"))
+                       COM_ParseToken_Simple(&bufptr, true, false, true);
+
+               //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
+
                if(cb)
-                       cb(i, start, len, fps, loop, pass);
+                       cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
                ++i;
        }
 
        return i;
 }
 
-void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
-{
-       unsigned int *cnt = (unsigned int *) pass;
-       ++*cnt;
-}
-
-void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
+static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
 {
        dp_model_t *mod = (dp_model_t *) pass;
        animscene_t *anim = &mod->animscenes[i];
-       dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
+       if(name)
+               strlcpy(anim->name, name, sizeof(anim[i].name));
+       else
+               dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
        anim->firstframe = bound(0, start, mod->num_poses - 1);
        anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
        anim->framerate = max(1, fps);
@@ -303,7 +319,7 @@ void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, fl
        //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
 }
 
-void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
+static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
 {
        unsigned int cnt;
 
@@ -324,7 +340,7 @@ void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
        Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
 }
 
-void Mod_FindPotentialDeforms(dp_model_t *mod)
+static void Mod_FindPotentialDeforms(dp_model_t *mod)
 {
        int i, j;
        texture_t *texture;
@@ -333,7 +349,9 @@ void Mod_FindPotentialDeforms(dp_model_t *mod)
        for (i = 0;i < mod->num_textures;i++)
        {
                texture = mod->data_textures + i;
-               if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
+               if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
+                       mod->wantnormals = true;
+               if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
                        mod->wantnormals = true;
                for (j = 0;j < Q3MAXDEFORMS;j++)
                {
@@ -362,6 +380,7 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
        unsigned int crc;
        void *buf;
        fs_offset_t filesize = 0;
+       char vabuf[1024];
 
        mod->used = true;
 
@@ -445,6 +464,9 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
        // errors can prevent the corresponding mod->loaded = true;
        mod->loaded = false;
 
+       // default lightmap scale
+       mod->lightmapscale = 1;
+
        // default model radius and bounding box (mainly for missing models)
        mod->radius = 16;
        VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
@@ -482,13 +504,13 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
                else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
                else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
-               else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
+               else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
                else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
                Mem_Free(buf);
 
                Mod_FindPotentialDeforms(mod);
-                                       
-               buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
+
+               buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
                if(buf)
                {
                        Mod_FrameGroupify(mod, (const char *)buf);
@@ -514,7 +536,7 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
 void Mod_ClearUsed(void)
 {
        int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
                if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
@@ -524,7 +546,7 @@ void Mod_ClearUsed(void)
 void Mod_PurgeUnused(void)
 {
        int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
        {
@@ -554,10 +576,10 @@ dp_model_t *Mod_FindName(const char *name, const char *parentname)
        // if we're not dedicatd, the renderer calls will crash without video
        Host_StartVideo();
 
-       nummodels = Mem_ExpandableArray_IndexRange(&models);
+       nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
 
        if (!name[0])
-               Host_Error ("Mod_ForName: NULL name");
+               Host_Error ("Mod_ForName: empty name");
 
        // search the currently loaded models
        for (i = 0;i < nummodels;i++)
@@ -607,7 +629,7 @@ Reloads all models if they have changed
 void Mod_Reload(void)
 {
        int i, count;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        SCR_PushLoadingScreen(false, "Reloading models", 1.0);
@@ -638,7 +660,7 @@ Mod_Print
 static void Mod_Print(void)
 {
        int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        Con_Print("Loaded models:\n");
@@ -852,7 +874,8 @@ void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const
                VectorNormalize(vectorNormal);
 }
 
-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)
+#if 0
+static 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];
        // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
@@ -895,12 +918,13 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con
                VectorNegate(tvector3f, tvector3f);
        }
 }
+#endif
 
 // warning: this is a very expensive function!
 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
 {
        int i, tnum;
-       float sdir[3], tdir[3], normal[3], *sv, *tv;
+       float sdir[3], tdir[3], normal[3], *svec, *tvec;
        const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
        float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
        const int *e;
@@ -966,14 +990,14 @@ void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int nu
        // make the tangents completely perpendicular to the surface normal, and
        // then normalize them
        // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
-       for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
+       for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
        {
-               f = -DotProduct(sv, n);
-               VectorMA(sv, f, n, sv);
-               VectorNormalize(sv);
-               f = -DotProduct(tv, n);
-               VectorMA(tv, f, n, tv);
-               VectorNormalize(tv);
+               f = -DotProduct(svec, n);
+               VectorMA(svec, f, n, svec);
+               VectorNormalize(svec);
+               f = -DotProduct(tvec, n);
+               VectorMA(tvec, f, n, tvec);
+               VectorNormalize(tvec);
        }
 }
 
@@ -1191,8 +1215,8 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
                return;
 
        // build r_vertexmesh_t array
-       // (compressed interleaved array for faster rendering)
-       if (!mesh->vertexmesh && mesh->texcoord2f)
+       // (compressed interleaved array for D3D)
+       if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
        {
                int vertexindex;
                int numvertices = mesh->numverts;
@@ -1208,55 +1232,38 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
                }
        }
 
-       // build r_vertexposition_t array
-       if (!mesh->vertexposition)
-       {
-               int vertexindex;
-               int numvertices = mesh->numverts;
-               r_vertexposition_t *vertexposition;
-               mesh->vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexposition));
-               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
-                       VectorCopy(mesh->vertex3f + 3*vertexindex, vertexposition->vertex3f);
-       }
-
-       // upload r_vertexmesh_t array as a buffer
-       if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
-               mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
-
-       // upload r_vertexposition_t array as a buffer
-       if (mesh->vertexposition && !mesh->vertexpositionbuffer)
-               mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false, false);
-
        // upload short indices as a buffer
        if (mesh->element3s && !mesh->element3s_indexbuffer)
-               mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
+               mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
 
        // upload int indices as a buffer
        if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
-               mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
+               mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
 
        // vertex buffer is several arrays and we put them in the same buffer
        //
        // is this wise?  the texcoordtexture2f array is used with dynamic
        // vertex/svector/tvector/normal when rendering animated models, on the
        // other hand animated models don't use a lot of vertices anyway...
-       if (!mesh->vbo_vertexbuffer)
+       if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
        {
-               size_t size;
+               int size;
                unsigned char *mem;
                size = 0;
+               mesh->vbooffset_vertexmesh         = size;if (mesh->vertexmesh        ) size += mesh->numverts * sizeof(r_vertexmesh_t);
                mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
                mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
                mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
                mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
                mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
                mem = (unsigned char *)Mem_Alloc(tempmempool, size);
+               if (mesh->vertexmesh        ) memcpy(mem + mesh->vbooffset_vertexmesh        , mesh->vertexmesh        , mesh->numverts * sizeof(r_vertexmesh_t));
                if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
                if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
                if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
                if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
                if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
-               mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
+               mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false, false);
                Mem_Free(mem);
        }
 }
@@ -1345,10 +1352,6 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        shadowmesh_t *nextmesh;
        for (;mesh;mesh = nextmesh)
        {
-               if (mesh->vertexpositionbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->vertexpositionbuffer);
-               if (mesh->vertexmeshbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
                if (mesh->element3i_indexbuffer)
                        R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
                if (mesh->element3s_indexbuffer)
@@ -1362,9 +1365,10 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
 
 void Mod_CreateCollisionMesh(dp_model_t *mod)
 {
-       int k;
-       int numcollisionmeshtriangles;
-       const msurface_t *surface;
+       int k, numcollisionmeshtriangles;
+       qboolean usesinglecollisionmesh = false;
+       const msurface_t *surface = NULL;
+
        mempool_t *mempool = mod->mempool;
        if (!mempool && mod->brush.parentmodel)
                mempool = mod->brush.parentmodel->mempool;
@@ -1374,22 +1378,34 @@ void Mod_CreateCollisionMesh(dp_model_t *mod)
        for (k = 0;k < mod->nummodelsurfaces;k++)
        {
                surface = mod->data_surfaces + mod->firstmodelsurface + k;
+               if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
+               {
+                       usesinglecollisionmesh = true;
+                       numcollisionmeshtriangles = surface->num_triangles;
+                       break;
+               }
                if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
                        continue;
                numcollisionmeshtriangles += surface->num_triangles;
        }
        mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
-       for (k = 0;k < mod->nummodelsurfaces;k++)
-       {
-               surface = mod->data_surfaces + mod->firstmodelsurface + k;
-               if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
-                       continue;
+       if (usesinglecollisionmesh)
                Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+       else
+       {
+               for (k = 0;k < mod->nummodelsurfaces;k++)
+               {
+                       surface = mod->data_surfaces + mod->firstmodelsurface + k;
+                       if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+                               continue;
+                       Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               }
        }
-       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
+       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
 }
 
-void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+#if 0
+static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *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;
@@ -1404,7 +1420,7 @@ void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels,
        texcoord2f[1] = tc[1];
 }
 
-void Mod_GetTerrainVertexFromBGRA(const unsigned char *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)
+static void Mod_GetTerrainVertexFromBGRA(const unsigned char *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];
@@ -1429,7 +1445,7 @@ void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewid
        VectorAdd(normal3f, nl, normal3f);
 }
 
-void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *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)
+static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *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;
@@ -1451,6 +1467,7 @@ void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int ima
                for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
                        Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
 }
+#endif
 
 #if 0
 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
@@ -1532,7 +1549,7 @@ void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
 }
 #endif
 
-int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
+static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
 {
        int offset = 0;
        if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
@@ -1564,23 +1581,40 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
        unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
        q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
        q3shader_hash_entry_t* lastEntry = NULL;
-       while (entry != NULL)
+       do
        {
                if (strcasecmp (entry->shader.name, shader->name) == 0)
                {
-                       unsigned char *start, *end, *start2;
-                       start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
-                       end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
-                       start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
-                       if(memcmp(start, start2, end - start))
-                               Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
+                       // redeclaration
+                       if(shader->dpshaderkill)
+                       {
+                               // killed shader is a redeclarion? we can safely ignore it
+                               return;
+                       }
+                       else if(entry->shader.dpshaderkill)
+                       {
+                               // replace the old shader!
+                               // this will skip the entry allocating part
+                               // below and just replace the shader
+                               break;
+                       }
                        else
-                               Con_DPrintf("Shader '%s' already defined\n", shader->name);
-                       return;
+                       {
+                               unsigned char *start, *end, *start2;
+                               start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
+                               end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
+                               start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
+                               if(memcmp(start, start2, end - start))
+                                       Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
+                               else
+                                       Con_DPrintf("Shader '%s' already defined\n", shader->name);
+                               return;
+                       }
                }
                lastEntry = entry;
                entry = entry->chain;
        }
+       while (entry != NULL);
        if (entry == NULL)
        {
                if (lastEntry->shader.name[0] != 0)
@@ -1600,7 +1634,14 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
        memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
 }
 
+extern cvar_t mod_noshader_default_offsetmapping;
 extern cvar_t mod_q3shader_default_offsetmapping;
+extern cvar_t mod_q3shader_default_offsetmapping_scale;
+extern cvar_t mod_q3shader_default_offsetmapping_bias;
+extern cvar_t mod_q3shader_default_polygonoffset;
+extern cvar_t mod_q3shader_default_polygonfactor;
+extern cvar_t mod_q3shader_force_addalpha;
+extern cvar_t mod_q3shader_force_terrain_alphaflag;
 void Mod_LoadQ3Shaders(void)
 {
        int j;
@@ -1613,8 +1654,9 @@ void Mod_LoadQ3Shaders(void)
        int numparameters;
        char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
        char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
-       unsigned long custsurfaceparms[256]; 
-       int numcustsurfaceparms;
+       unsigned long custsurfaceflags[256]; 
+       int numcustsurfaceflags;
+       qboolean dpshaderkill;
 
        Mod_FreeQ3Shaders();
 
@@ -1627,7 +1669,7 @@ void Mod_LoadQ3Shaders(void)
                q3shaders_mem, sizeof (char**), 256);
 
        // parse custinfoparms.txt
-       numcustsurfaceparms = 0;
+       numcustsurfaceflags = 0;
        if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
        {
                if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
@@ -1647,21 +1689,21 @@ void Mod_LoadQ3Shaders(void)
                                        if (!strcasecmp(com_token, "}"))
                                                break;  
                                        // register surfaceflag
-                                       if (numcustsurfaceparms >= 256)
+                                       if (numcustsurfaceflags >= 256)
                                        {
                                                Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
                                                break;
                                        }
                                        // name
-                                       j = strlen(com_token)+1;
-                                       custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
-                                       strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
+                                       j = (int)strlen(com_token)+1;
+                                       custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
+                                       strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
                                        // value
                                        if (COM_ParseToken_QuakeC(&text, false))
-                                               custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
+                                               custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
                                        else
-                                               custsurfaceparms[numcustsurfaceparms] = 0;
-                                       numcustsurfaceparms++;
+                                               custsurfaceflags[numcustsurfaceflags] = 0;
+                                       numcustsurfaceflags++;
                                }
                        }
                }
@@ -1680,6 +1722,22 @@ void Mod_LoadQ3Shaders(void)
                while (COM_ParseToken_QuakeC(&text, false))
                {
                        memset (&shader, 0, sizeof(shader));
+                       shader.name[0] = 0;
+                       shader.surfaceparms = 0;
+                       shader.surfaceflags = 0;
+                       shader.textureflags = 0;
+                       shader.numlayers = 0;
+                       shader.lighting = false;
+                       shader.vertexalpha = false;
+                       shader.textureblendalpha = false;
+                       shader.skyboxname[0] = 0;
+                       shader.deforms[0].deform = Q3DEFORM_NONE;
+                       shader.dpnortlight = false;
+                       shader.dpshadow = false;
+                       shader.dpnoshadow = false;
+                       shader.dpmeshcollisions = false;
+                       shader.dpshaderkill = false;
+                       shader.dpreflectcube[0] = 0;
                        shader.reflectmin = 0;
                        shader.reflectmax = 1;
                        shader.refractfactor = 1;
@@ -1687,10 +1745,19 @@ void Mod_LoadQ3Shaders(void)
                        shader.reflectfactor = 1;
                        Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
                        shader.r_water_wateralpha = 1;
+                       shader.r_water_waterscroll[0] = 0;
+                       shader.r_water_waterscroll[1] = 0;
                        shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
-                       shader.offsetscale = 1;
+                       shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
+                       shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
+                       shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
+                       shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
+                       shader.transparentsort = TRANSPARENTSORT_DISTANCE;
                        shader.specularscalemod = 1;
                        shader.specularpowermod = 1;
+                       shader.rtlightambient = 0;
+                       // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+                       // JUST GREP FOR "specularscalemod = 1".
 
                        strlcpy(shader.name, com_token, sizeof(shader.name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
@@ -1759,6 +1826,11 @@ void Mod_LoadQ3Shaders(void)
                                                                        layer->blendfunc[0] = GL_ONE;
                                                                        layer->blendfunc[1] = GL_ONE;
                                                                }
+                                                               else if (!strcasecmp(parameter[1], "addalpha"))
+                                                               {
+                                                                       layer->blendfunc[0] = GL_SRC_ALPHA;
+                                                                       layer->blendfunc[1] = GL_ONE;
+                                                               }
                                                                else if (!strcasecmp(parameter[1], "filter"))
                                                                {
                                                                        layer->blendfunc[0] = GL_DST_COLOR;
@@ -1786,7 +1858,7 @@ void Mod_LoadQ3Shaders(void)
                                                                        else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
                                                                                layer->blendfunc[k] = GL_DST_COLOR;
                                                                        else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
-                                                                               layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
+                                                                               layer->blendfunc[k] = GL_DST_ALPHA;
                                                                        else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
                                                                                layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
                                                                        else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
@@ -1938,15 +2010,42 @@ void Mod_LoadQ3Shaders(void)
                                                {
                                                        // multilayer terrain shader or similar
                                                        shader.textureblendalpha = true;
+                                                       if (mod_q3shader_force_terrain_alphaflag.integer)
+                                                               shader.layers[0].dptexflags |= TEXF_ALPHA;
                                                }
                                        }
-                                       layer->texflags = TEXF_ALPHA;
+
+                                       if(mod_q3shader_force_addalpha.integer)
+                                       {
+                                               // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
+                                               // this cvar brings back this behaviour
+                                               if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
+                                                       layer->blendfunc[0] = GL_SRC_ALPHA;
+                                       }
+                                       
+                                       layer->dptexflags = 0;
+                                       if (layer->alphatest)
+                                               layer->dptexflags |= TEXF_ALPHA;
+                                       switch(layer->blendfunc[0])
+                                       {
+                                               case GL_SRC_ALPHA:
+                                               case GL_ONE_MINUS_SRC_ALPHA:
+                                                       layer->dptexflags |= TEXF_ALPHA;
+                                                       break;
+                                       }
+                                       switch(layer->blendfunc[1])
+                                       {
+                                               case GL_SRC_ALPHA:
+                                               case GL_ONE_MINUS_SRC_ALPHA:
+                                                       layer->dptexflags |= TEXF_ALPHA;
+                                                       break;
+                                       }
                                        if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
-                                               layer->texflags |= TEXF_MIPMAP;
+                                               layer->dptexflags |= TEXF_MIPMAP;
                                        if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
-                                               layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+                                               layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS;
                                        if (layer->clampmap)
-                                               layer->texflags |= TEXF_CLAMP;
+                                               layer->dptexflags |= TEXF_CLAMP;
                                        continue;
                                }
                                numparameters = 0;
@@ -2043,19 +2142,21 @@ void Mod_LoadQ3Shaders(void)
                                                shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
                                        else if (!strcasecmp(parameter[1], "antiportal"))
                                                shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
+                                       else if (!strcasecmp(parameter[1], "skip"))
+                                               ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
                                        else
                                        {
                                                // try custom surfaceparms
-                                               for (j = 0; j < numcustsurfaceparms; j++)
+                                               for (j = 0; j < numcustsurfaceflags; j++)
                                                {
                                                        if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
                                                        {
-                                                               shader.surfaceparms |= custsurfaceparms[j];
+                                                               shader.surfaceflags |= custsurfaceflags[j];
                                                                break;
                                                        }
                                                }
                                                // failed all
-                                               if (j == numcustsurfaceparms)
+                                               if (j == numcustsurfaceflags)
                                                        Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
                                        }
                                }
@@ -2063,10 +2164,64 @@ void Mod_LoadQ3Shaders(void)
                                        shader.dpshadow = true;
                                else if (!strcasecmp(parameter[0], "dpnoshadow"))
                                        shader.dpnoshadow = true;
+                               else if (!strcasecmp(parameter[0], "dpnortlight"))
+                                       shader.dpnortlight = true;
                                else if (!strcasecmp(parameter[0], "dpreflectcube"))
                                        strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
                                else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
                                        shader.dpmeshcollisions = true;
+                               // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
+                               else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
+                               {
+                                       if (Cvar_VariableValue(parameter[1]) == 0.0f)
+                                               shader.dpshaderkill = dpshaderkill;
+                               }
+                               // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
+                               else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
+                               {
+                                       const char *op = NULL;
+                                       if (numparameters >= 3)
+                                               op = parameter[2];
+                                       if(!op)
+                                       {
+                                               if (Cvar_VariableValue(parameter[1]) != 0.0f)
+                                                       shader.dpshaderkill = dpshaderkill;
+                                       }
+                                       else if (numparameters >= 4 && !strcmp(op, "=="))
+                                       {
+                                               if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
+                                                       shader.dpshaderkill = dpshaderkill;
+                                       }
+                                       else if (numparameters >= 4 && !strcmp(op, "!="))
+                                       {
+                                               if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
+                                                       shader.dpshaderkill = dpshaderkill;
+                                       }
+                                       else if (numparameters >= 4 && !strcmp(op, ">"))
+                                       {
+                                               if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
+                                                       shader.dpshaderkill = dpshaderkill;
+                                       }
+                                       else if (numparameters >= 4 && !strcmp(op, "<"))
+                                       {
+                                               if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
+                                                       shader.dpshaderkill = dpshaderkill;
+                                       }
+                                       else if (numparameters >= 4 && !strcmp(op, ">="))
+                                       {
+                                               if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
+                                                       shader.dpshaderkill = dpshaderkill;
+                                       }
+                                       else if (numparameters >= 4 && !strcmp(op, "<="))
+                                       {
+                                               if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
+                                                       shader.dpshaderkill = dpshaderkill;
+                                       }
+                                       else
+                                       {
+                                               Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
+                                       }
+                               }
                                else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
                                {
                                        // some q3 skies don't have the sky parm set
@@ -2091,6 +2246,30 @@ void Mod_LoadQ3Shaders(void)
                                        shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
                                else if (!strcasecmp(parameter[0], "polygonoffset"))
                                        shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+                               else if (!strcasecmp(parameter[0], "dppolygonoffset"))
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+                                       if(numparameters >= 2)
+                                       {
+                                               shader.biaspolygonfactor = atof(parameter[1]);
+                                               if(numparameters >= 3)
+                                                       shader.biaspolygonoffset = atof(parameter[2]);
+                                               else
+                                                       shader.biaspolygonoffset = 0;
+                                       }
+                               }
+                               else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
+                                       if (!strcasecmp(parameter[1], "sky"))
+                                               shader.transparentsort = TRANSPARENTSORT_SKY;
+                                       else if (!strcasecmp(parameter[1], "distance"))
+                                               shader.transparentsort = TRANSPARENTSORT_DISTANCE;
+                                       else if (!strcasecmp(parameter[1], "hud"))
+                                               shader.transparentsort = TRANSPARENTSORT_HUD;
+                                       else
+                                               Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
+                               }
                                else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
@@ -2118,6 +2297,11 @@ void Mod_LoadQ3Shaders(void)
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
                                        shader.r_water_wateralpha = atof(parameter[11]);
                                }
+                               else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
+                               {
+                                       shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
+                                       shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
+                               }
                                else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
                                {
                                        shader.specularscalemod = atof(parameter[1]);
@@ -2126,17 +2310,33 @@ void Mod_LoadQ3Shaders(void)
                                {
                                        shader.specularpowermod = atof(parameter[1]);
                                }
-                               else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
+                               else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
+                               {
+                                       shader.rtlightambient = atof(parameter[1]);
+                               }
+                               else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
                                {
                                        if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
                                                shader.offsetmapping = OFFSETMAPPING_OFF;
-                                       else if (!strcasecmp(parameter[1], "default"))
+                                       else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
                                                shader.offsetmapping = OFFSETMAPPING_DEFAULT;
                                        else if (!strcasecmp(parameter[1], "linear"))
                                                shader.offsetmapping = OFFSETMAPPING_LINEAR;
                                        else if (!strcasecmp(parameter[1], "relief"))
                                                shader.offsetmapping = OFFSETMAPPING_RELIEF;
-                                       shader.offsetscale = atof(parameter[2]);
+                                       if (numparameters >= 3)
+                                               shader.offsetscale = atof(parameter[2]);
+                                       if (numparameters >= 5)
+                                       {
+                                               if(!strcasecmp(parameter[3], "bias"))
+                                                       shader.offsetbias = atof(parameter[4]);
+                                               else if(!strcasecmp(parameter[3], "match"))
+                                                       shader.offsetbias = 1.0f - atof(parameter[4]);
+                                               else if(!strcasecmp(parameter[3], "match8"))
+                                                       shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
+                                               else if(!strcasecmp(parameter[3], "match16"))
+                                                       shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
+                                       }
                                }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
@@ -2178,30 +2378,9 @@ void Mod_LoadQ3Shaders(void)
                                        }
                                }
                        }
-                       // pick the primary layer to render with
-                       if (shader.numlayers)
-                       {
-                               shader.backgroundlayer = -1;
-                               shader.primarylayer = 0;
-                               // if lightmap comes first this is definitely an ordinary texture
-                               // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
-                               if ((shader.layers[shader.primarylayer].texturename != NULL)
-                                 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
-                               {
-                                       shader.backgroundlayer = -1;
-                                       shader.primarylayer = 1;
-                               }
-                               else if (shader.numlayers >= 2
-                               &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
-                               &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
-                               && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
-                               ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
-                               {
-                                       // terrain blending or other effects
-                                       shader.backgroundlayer = 0;
-                                       shader.primarylayer = 1;
-                               }
-                       }
+                       // hide this shader if a cvar said it should be killed
+                       if (shader.dpshaderkill)
+                               shader.numlayers = 0;
                        // fix up multiple reflection types
                        if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
                                shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
@@ -2212,7 +2391,7 @@ void Mod_LoadQ3Shaders(void)
        }
        FS_FreeSearch(search);
        // free custinfoparm values
-       for (j = 0; j < numcustsurfaceparms; j++)
+       for (j = 0; j < numcustsurfaceflags; j++)
                Mem_Free(custsurfaceparmnames[j]);
 }
 
@@ -2233,44 +2412,82 @@ q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
        return NULL;
 }
 
-qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
+texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe)
+{
+       texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
+       shaderpass->framerate = 0.0f;
+       shaderpass->numframes = 1;
+       shaderpass->blendfunc[0] = GL_ONE;
+       shaderpass->blendfunc[1] = GL_ZERO;
+       shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+       shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+       shaderpass->alphatest = false;
+       shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE;
+       shaderpass->skinframes[0] = skinframe;
+       return shaderpass;
+}
+
+texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename)
 {
        int j;
-       int texflagsmask;
+       texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
+       shaderpass->alphatest = layer->alphatest != 0;
+       shaderpass->framerate = layer->framerate;
+       shaderpass->numframes = layer->numframes;
+       shaderpass->blendfunc[0] = layer->blendfunc[0];
+       shaderpass->blendfunc[1] = layer->blendfunc[1];
+       shaderpass->rgbgen = layer->rgbgen;
+       shaderpass->alphagen = layer->alphagen;
+       shaderpass->tcgen = layer->tcgen;
+       for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
+               shaderpass->tcmods[j] = layer->tcmods[j];
+       for (j = 0; j < layer->numframes; j++)
+               shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false, true);
+       return shaderpass;
+}
+
+qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags)
+{
+       int texflagsmask, texflagsor;
        qboolean success = true;
        q3shaderinfo_t *shader;
        if (!name)
                name = "";
        strlcpy(texture->name, name, sizeof(texture->name));
+       texture->basealpha = 1.0f;
        shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
 
+       // allow disabling of picmip or compression by defaulttexflags
        texflagsmask = ~0;
        if(!(defaulttexflags & TEXF_PICMIP))
                texflagsmask &= ~TEXF_PICMIP;
        if(!(defaulttexflags & TEXF_COMPRESS))
                texflagsmask &= ~TEXF_COMPRESS;
+       texflagsor = 0;
+       if(defaulttexflags & TEXF_ISWORLD)
+               texflagsor |= TEXF_ISWORLD;
+       if(defaulttexflags & TEXF_ISSPRITE)
+               texflagsor |= TEXF_ISSPRITE;
        // unless later loaded from the shader
-       texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+       texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
        texture->offsetscale = 1;
+       texture->offsetbias = 0;
        texture->specularscalemod = 1;
        texture->specularpowermod = 1; 
-       // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
-       // HERE, AND Q1BSP LOADING
+       texture->rtlightambient = 0;
+       texture->transparentsort = TRANSPARENTSORT_DISTANCE;
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
        // JUST GREP FOR "specularscalemod = 1".
 
        if (shader)
        {
                if (developer_loading.integer)
-                       Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
-               texture->surfaceparms = shader->surfaceparms;
-
-               // allow disabling of picmip or compression by defaulttexflags
-               texture->textureflags = shader->textureflags & texflagsmask;
+                       Con_Printf("%s: loaded shader for %s\n", modelname, name);
 
                if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                {
-                       texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
-                       if (shader->skyboxname[0])
+                       texture->basematerialflags = MATERIALFLAG_SKY;
+                       if (shader->skyboxname[0] && loadmodel)
                        {
                                // quake3 seems to append a _ to the skybox name, so this must do so as well
                                dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
@@ -2286,7 +2503,10 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
                if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
-                       texture->biaspolygonoffset -= 2;
+               {
+                       texture->biaspolygonoffset += shader->biaspolygonoffset;
+                       texture->biaspolygonfactor += shader->biaspolygonfactor;
+               }
                if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
                        texture->basematerialflags |= MATERIALFLAG_REFRACTION;
                if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
@@ -2297,6 +2517,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                        texture->basematerialflags |= MATERIALFLAG_CAMERA;
                texture->customblendfunc[0] = GL_ONE;
                texture->customblendfunc[1] = GL_ZERO;
+               texture->transparentsort = shader->transparentsort;
                if (shader->numlayers > 0)
                {
                        texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
@@ -2336,55 +2557,110 @@ nothing                GL_ZERO GL_ONE
                }
                if (!shader->lighting)
                        texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-               if (shader->primarylayer >= 0)
+
+               // here be dragons: convert quake3 shaders to material
+               if (shader->numlayers > 0)
                {
-                       q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
-                       // copy over many primarylayer parameters
-                       texture->rgbgen = primarylayer->rgbgen;
-                       texture->alphagen = primarylayer->alphagen;
-                       texture->tcgen = primarylayer->tcgen;
-                       memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
-                       // load the textures
-                       texture->numskinframes = primarylayer->numframes;
-                       texture->skinframerate = primarylayer->framerate;
-                       for (j = 0;j < primarylayer->numframes;j++)
+                       int i;
+                       int terrainbackgroundlayer = -1;
+                       int lightmaplayer = -1;
+                       int alphagenspecularlayer = -1;
+                       int rgbgenvertexlayer = -1;
+                       int rgbgendiffuselayer = -1;
+                       int materiallayer = -1;
+                       int endofprelayers = 0;
+                       int firstpostlayer = 0;
+                       int shaderpassindex = 0;
+                       for (i = 0; i < shader->numlayers; i++)
                        {
-                               if(cls.state == ca_dedicated)
-                               {
-                                       texture->skinframes[j] = NULL;
-                               }
-                               else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
-                               {
-                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
-                                       texture->skinframes[j] = R_SkinFrame_LoadMissing();
-                               }
+                               if (shader->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap"))
+                                       lightmaplayer = i;
+                               if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX)
+                                       rgbgenvertexlayer = i;
+                               if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE)
+                                       rgbgendiffuselayer = i;
+                               if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR)
+                                       alphagenspecularlayer = i;
                        }
-               }
-               if (shader->backgroundlayer >= 0)
-               {
-                       q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
-                       // copy over one secondarylayer parameter
-                       memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
-                       // load the textures
-                       texture->backgroundnumskinframes = backgroundlayer->numframes;
-                       texture->backgroundskinframerate = backgroundlayer->framerate;
-                       for (j = 0;j < backgroundlayer->numframes;j++)
+                       if (shader->numlayers >= 2
+                        && shader->layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
+                        && (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
+                        && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+                                || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
                        {
-                               if(cls.state == ca_dedicated)
-                               {
-                                       texture->skinframes[j] = NULL;
-                               }
-                               else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
-                               {
-                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
-                                       texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
-                               }
+                               // terrain blend or certain other effects involving alphatest over a regular layer
+                               terrainbackgroundlayer = 0;
+                               materiallayer = 1;
+                               // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap)
+                               firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1;
+                       }
+                       else if (lightmaplayer == 0)
+                       {
+                               // ordinary texture but with $lightmap before diffuse
+                               materiallayer = 1;
+                               firstpostlayer = lightmaplayer + 2;
+                       }
+                       else if (lightmaplayer >= 1)
+                       {
+                               // ordinary texture - we don't properly apply lighting to the prelayers, but oh well...
+                               endofprelayers = lightmaplayer - 1;
+                               materiallayer = lightmaplayer - 1;
+                               firstpostlayer = lightmaplayer + 1;
+                       }
+                       else if (rgbgenvertexlayer >= 0)
+                       {
+                               // map models with baked lighting
+                               materiallayer = rgbgenvertexlayer;
+                               endofprelayers = rgbgenvertexlayer;
+                               firstpostlayer = rgbgenvertexlayer + 1;
+                               // special case for rgbgen vertex if MATERIALFLAG_VERTEXCOLOR is expected on this material
+                               if (defaultmaterialflags & MATERIALFLAG_VERTEXCOLOR)
+                                       texture->basematerialflags |= MATERIALFLAG_VERTEXCOLOR;
+                       }
+                       else if (rgbgendiffuselayer >= 0)
+                       {
+                               // entity models with dynamic lighting
+                               materiallayer = rgbgendiffuselayer;
+                               endofprelayers = rgbgendiffuselayer;
+                               firstpostlayer = rgbgendiffuselayer + 1;
+                               // player models often have specular as a pass after diffuse - we don't currently make use of that specular texture (would need to meld it into the skinframe)...
+                               if (alphagenspecularlayer >= 0)
+                                       firstpostlayer = alphagenspecularlayer + 1;
                        }
+                       else
+                       {
+                               // special effects shaders - treat first as primary layer and do everything else as post
+                               endofprelayers = 0;
+                               materiallayer = 0;
+                               firstpostlayer = 1;
+                       }
+                       // convert the main material layer
+                       // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
+                       if (materiallayer >= 0)
+                               texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name);
+                       // convert the terrain background blend layer (if any)
+                       if (terrainbackgroundlayer >= 0)
+                               texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name);
+                       // convert the prepass layers (if any)
+                       texture->startpreshaderpass = shaderpassindex;
+                       for (i = 0; i < endofprelayers; i++)
+                               texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
+                       texture->endpreshaderpass = shaderpassindex;
+                       texture->startpostshaderpass = shaderpassindex;
+                       // convert the postpass layers (if any)
+                       for (i = firstpostlayer; i < shader->numlayers; i++)
+                               texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
+                       texture->startpostshaderpass = shaderpassindex;
                }
+
                if (shader->dpshadow)
                        texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
                if (shader->dpnoshadow)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
+               if (shader->dpnortlight)
+                       texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
+               if (shader->vertexalpha)
+                       texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
                memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
                texture->reflectmin = shader->reflectmin;
                texture->reflectmax = shader->reflectmax;
@@ -2393,10 +2669,13 @@ nothing                GL_ZERO GL_ONE
                texture->reflectfactor = shader->reflectfactor;
                Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
                texture->r_water_wateralpha = shader->r_water_wateralpha;
+               Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
                texture->offsetmapping = shader->offsetmapping;
                texture->offsetscale = shader->offsetscale;
+               texture->offsetbias = shader->offsetbias;
                texture->specularscalemod = shader->specularscalemod;
                texture->specularpowermod = shader->specularpowermod;
+               texture->rtlightambient = shader->rtlightambient;
                if (shader->dpreflectcube[0])
                        texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
 
@@ -2443,78 +2722,163 @@ nothing                GL_ZERO GL_ONE
        //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
        //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
 
+               texture->surfaceflags = shader->surfaceflags;
+               if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
+               if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
+               if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
+               if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
+
                if (shader->dpmeshcollisions)
                        texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
+               if (shader->dpshaderkill && developer_extra.integer)
+                       Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", modelname, name);
        }
        else if (!strcmp(texture->name, "noshader") || !texture->name[0])
        {
                if (developer_extra.integer)
-                       Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
-               texture->surfaceparms = 0;
+                       Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", modelname, name);
                texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
        }
        else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
        {
                if (developer_extra.integer)
-                       Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
-               texture->surfaceparms = 0;
+                       Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", modelname, name);
                texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                texture->supercontents = SUPERCONTENTS_SOLID;
        }
        else
        {
                if (developer_extra.integer)
-                       Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
-               texture->surfaceparms = 0;
+                       Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", modelname, texture->name);
                if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
                {
-                       texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                        texture->supercontents = SUPERCONTENTS_SOLID;
                }
                else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
                {
-                       texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_SKY;
                        texture->supercontents = SUPERCONTENTS_SKY;
                }
                else
                {
-                       texture->basematerialflags |= MATERIALFLAG_WALL;
+                       texture->basematerialflags = defaultmaterialflags;
                        texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
                }
-               texture->numskinframes = 1;
                if(cls.state == ca_dedicated)
                {
-                       texture->skinframes[0] = NULL;
+                       texture->materialshaderpass = NULL;
+                       success = false;
                }
                else
                {
-                       if (fallback)
+                       skinframe_t *skinframe = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false, fallback);
+                       if (skinframe)
                        {
-                               if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
-                               {
-                                       if(texture->skinframes[0]->hasalpha)
-                                               texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-                               }
-                               else
-                                       success = false;
+                               texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
+                               if (texture->materialshaderpass->skinframes[0]->hasalpha)
+                                       texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                               if (texture->q2contents)
+                                       texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(texture->q2contents);
                        }
                        else
                                success = false;
                        if (!success && warnmissing)
-                               Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
+                               Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", modelname, texture->name);
                }
        }
        // init the animation variables
        texture->currentframe = texture;
-       if (texture->numskinframes < 1)
-               texture->numskinframes = 1;
-       if (!texture->skinframes[0])
-               texture->skinframes[0] = R_SkinFrame_LoadMissing();
-       texture->currentskinframe = texture->skinframes[0];
-       texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
+       texture->currentmaterialflags = texture->basematerialflags;
+       if (!texture->materialshaderpass)
+               texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, R_SkinFrame_LoadMissing());
+       if (!texture->materialshaderpass->skinframes[0])
+               texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
+       texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
+       texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
        return success;
 }
 
+void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe)
+{
+       if (!(materialflags & (MATERIALFLAG_WALL | MATERIALFLAG_SKY)))
+               Con_DPrintf("^1Custom texture ^3\"%s\" does not have MATERIALFLAG_WALL set\n", texture->name);
+
+       strlcpy(texture->name, name, sizeof(texture->name));
+       texture->basealpha = 1.0f;
+       texture->basematerialflags = materialflags;
+       texture->supercontents = supercontents;
+
+       texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+       texture->offsetscale = 1;
+       texture->offsetbias = 0;
+       texture->specularscalemod = 1;
+       texture->specularpowermod = 1;
+       texture->rtlightambient = 0;
+       texture->transparentsort = TRANSPARENTSORT_DISTANCE;
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+       // JUST GREP FOR "specularscalemod = 1".
+
+       if (developer_extra.integer)
+               Con_DPrintf("^1Custom texture ^3\"%s\"\n", texture->name);
+       if (skinframe)
+               texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
+
+       // init the animation variables
+       texture->currentmaterialflags = texture->basematerialflags;
+       texture->currentframe = texture;
+       texture->currentskinframe = skinframe;
+       texture->backgroundcurrentskinframe = NULL;
+}
+
+void Mod_UnloadCustomMaterial(texture_t *texture, qboolean purgeskins)
+{
+       int i, j;
+       for (i = 0; i < sizeof(texture->shaderpasses) / sizeof(texture->shaderpasses[0]); i++)
+       {
+               if (texture->shaderpasses[i])
+               {
+                       if (purgeskins)
+                               for (j = 0; j < sizeof(texture->shaderpasses[i]->skinframes) / sizeof(skinframe_t *);j++)
+                                       if (texture->shaderpasses[i]->skinframes[j] && texture->shaderpasses[i]->skinframes[j]->base)
+                                               R_SkinFrame_PurgeSkinFrame(texture->shaderpasses[i]->skinframes[j]);
+                       Mem_Free(texture->shaderpasses[i]);
+                       texture->shaderpasses[i] = NULL;
+               }
+       }
+       texture->materialshaderpass = NULL;
+       texture->currentskinframe = NULL;
+       texture->backgroundcurrentskinframe = NULL;
+}
+
 skinfile_t *Mod_LoadSkinFiles(void)
 {
        int i, words, line, wordsoverflow;
@@ -2523,6 +2887,7 @@ skinfile_t *Mod_LoadSkinFiles(void)
        skinfile_t *skinfile = NULL, *first = NULL;
        skinfileitem_t *skinfileitem;
        char word[10][MAX_QPATH];
+       char vabuf[1024];
 
 /*
 sample file:
@@ -2540,7 +2905,7 @@ tag_weapon,
 tag_torso,
 */
        memset(word, 0, sizeof(word));
-       for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
+       for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
        {
                // If it's the first file we parse
                if (skinfile == NULL)
@@ -2710,7 +3075,7 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod)
        for (j = 0;j < mod->nummodelsurfaces;j++)
        {
                const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
-               int t = (int)(surface->texture - mod->data_textures);
+               t = (int)(surface->texture - mod->data_textures);
                numsurfacesfortexture[t]++;
        }
        j = 0;
@@ -2722,7 +3087,7 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod)
        for (j = 0;j < mod->nummodelsurfaces;j++)
        {
                const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
-               int t = (int)(surface->texture - mod->data_textures);
+               t = (int)(surface->texture - mod->data_textures);
                mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
        }
        Mem_Free(firstsurfacefortexture);
@@ -2748,13 +3113,13 @@ void Mod_BuildVBOs(void)
        }
 
        // build r_vertexmesh_t array
-       // (compressed interleaved array for faster rendering)
-       if (!loadmodel->surfmesh.vertexmesh)
+       // (compressed interleaved array for D3D)
+       if (!loadmodel->surfmesh.data_vertexmesh && vid.useinterleavedarrays)
        {
                int vertexindex;
                int numvertices = loadmodel->surfmesh.num_vertices;
                r_vertexmesh_t *vertexmesh;
-               loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
+               loadmodel->surfmesh.data_vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(r_vertexmesh_t));
                for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
                {
                        VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
@@ -2762,39 +3127,24 @@ void Mod_BuildVBOs(void)
                        VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
                        VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
                        if (loadmodel->surfmesh.data_lightmapcolor4f)
-                               Vector4Scale(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, 255.0f, vertexmesh->color4ub);
+                               Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
                        Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
                        if (loadmodel->surfmesh.data_texcoordlightmap2f)
                                Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
+                       if (loadmodel->surfmesh.data_skeletalindex4ub)
+                               Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
+                       if (loadmodel->surfmesh.data_skeletalweight4ub)
+                               Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
                }
        }
 
-       // build r_vertexposition_t array
-       if (!loadmodel->surfmesh.vertexposition)
-       {
-               int vertexindex;
-               int numvertices = loadmodel->surfmesh.num_vertices;
-               r_vertexposition_t *vertexposition;
-               loadmodel->surfmesh.vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexposition));
-               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
-                       VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexposition->vertex3f);
-       }
-
-       // upload r_vertexmesh_t array as a buffer
-       if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
-               loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
-
-       // upload r_vertexposition_t array as a buffer
-       if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer)
-               loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false, false);
-
        // upload short indices as a buffer
        if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
-               loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
+               loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
 
        // upload int indices as a buffer
        if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
-               loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
+               loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
 
        // only build a vbo if one has not already been created (this is important for brush models which load specially)
        // vertex buffer is several arrays and we put them in the same buffer
@@ -2802,11 +3152,12 @@ void Mod_BuildVBOs(void)
        // is this wise?  the texcoordtexture2f array is used with dynamic
        // vertex/svector/tvector/normal when rendering animated models, on the
        // other hand animated models don't use a lot of vertices anyway...
-       if (!loadmodel->surfmesh.vbo_vertexbuffer)
+       if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
        {
-               size_t size;
+               int size;
                unsigned char *mem;
                size = 0;
+               loadmodel->surfmesh.vbooffset_vertexmesh         = size;if (loadmodel->surfmesh.data_vertexmesh        ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
                loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
                loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
                loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
@@ -2814,7 +3165,10 @@ void Mod_BuildVBOs(void)
                loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
                loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
                loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
+               loadmodel->surfmesh.vbooffset_skeletalindex4ub   = size;if (loadmodel->surfmesh.data_skeletalindex4ub  ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+               loadmodel->surfmesh.vbooffset_skeletalweight4ub  = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
                mem = (unsigned char *)Mem_Alloc(tempmempool, size);
+               if (loadmodel->surfmesh.data_vertexmesh        ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertexmesh        , loadmodel->surfmesh.data_vertexmesh        , loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t));
                if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
                if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
                if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
@@ -2822,11 +3176,14 @@ void Mod_BuildVBOs(void)
                if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
                if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
                if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
-               loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
+               if (loadmodel->surfmesh.data_skeletalindex4ub  ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub  , loadmodel->surfmesh.data_skeletalindex4ub  , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
+               if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
+               loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
                Mem_Free(mem);
        }
 }
 
+extern cvar_t mod_obj_orientation;
 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
 {
        int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
@@ -2894,7 +3251,10 @@ static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const cha
                        memcpy(outbuffer, oldbuffer, outbufferpos);
                        Z_Free(oldbuffer);
                }
-               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]);
+               if(mod_obj_orientation.integer)
+                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]);
+               else
+                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
                if (l > 0)
                        outbufferpos += l;
        }
@@ -2924,7 +3284,10 @@ static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const cha
                                a = e[0]+1;
                                b = e[1]+1;
                                c = e[2]+1;
-                               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
+                               if(mod_obj_orientation.integer)
+                                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
+                               else
+                                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
                                if (l > 0)
                                        outbufferpos += l;
                        }
@@ -2999,7 +3362,7 @@ static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int first
 
                        // strangely the smd angles are for a transposed matrix, so we
                        // have to generate a transposed matrix, then convert that...
-                       Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
+                       Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
                        Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
                        AnglesFromVectors(angles, mtest[0], mtest[2], false);
                        if (angles[0] >= 180) angles[0] -= 360;
@@ -3122,6 +3485,7 @@ static void Mod_Decompile_f(void)
        int zymtextsize = 0;
        int dpmtextsize = 0;
        int framegroupstextsize = 0;
+       char vabuf[1024];
 
        if (Cmd_Argc() != 2)
        {
@@ -3133,6 +3497,11 @@ static void Mod_Decompile_f(void)
        FS_StripExtension(inname, basename, sizeof(basename));
 
        mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
+       if (!mod)
+       {
+               Con_Print("No such model\n");
+               return;
+       }
        if (mod->brush.submodel)
        {
                // if we're decompiling a submodel, be sure to give it a proper name based on its parent
@@ -3140,11 +3509,6 @@ static void Mod_Decompile_f(void)
                dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
                outname[0] = 0;
        }
-       if (!mod)
-       {
-               Con_Print("No such model\n");
-               return;
-       }
        if (!mod->surfmesh.num_triangles)
        {
                Con_Print("Empty model (or sprite)\n");
@@ -3182,7 +3546,7 @@ static void Mod_Decompile_f(void)
                        {
                                // individual frame
                                // check for additional frames with same name
-                               for (l = 0, k = strlen(animname);animname[l];l++)
+                               for (l = 0, k = (int)strlen(animname);animname[l];l++)
                                        if(animname[l] < '0' || animname[l] > '9')
                                                k = l + 1;
                                if(k > 0 && animname[k-1] == '_')
@@ -3192,7 +3556,7 @@ static void Mod_Decompile_f(void)
                                for (j = i + 1;j < mod->numframes;j++)
                                {
                                        strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
-                                       for (l = 0, k = strlen(animname2);animname2[l];l++)
+                                       for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
                                                if(animname2[l] < '0' || animname2[l] > '9')
                                                        k = l + 1;
                                        if(k > 0 && animname[k-1] == '_')
@@ -3228,22 +3592,22 @@ static void Mod_Decompile_f(void)
                        }
                }
                if (zymtextsize)
-                       FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
+                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
                if (dpmtextsize)
-                       FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
+                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
                if (framegroupstextsize)
-                       FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
+                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
        }
 }
 
-void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height)
 {
        int y;
        memset(state, 0, sizeof(*state));
        state->width = width;
        state->height = height;
        state->currentY = 0;
-       state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
+       state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows));
        for (y = 0;y < state->height;y++)
        {
                state->rows[y].currentX = 0;
@@ -3366,7 +3730,6 @@ static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
 static int mod_generatelightmaps_numlights;
 static lightmaplight_t *mod_generatelightmaps_lightinfo;
 
-extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
 extern cvar_t r_shadow_lightattenuationdividebias;
 extern cvar_t r_shadow_lightattenuationlinearscale;
 
@@ -3404,12 +3767,12 @@ static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos
                        continue;
                lightiradius = 1.0f / lightradius;
                dist = sqrt(dist2) * lightiradius;
-               intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
-               if (intensity <= 0)
+               intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
+               if (intensity <= 0.0f)
                        continue;
                if (model && model->TraceLine)
                {
-                       model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
+                       model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
                        if (trace.fraction < 1)
                                continue;
                }
@@ -3611,7 +3974,7 @@ static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *nor
                                if (!normal)
                                {
                                        // for light grid we'd better check visibility of the offset point
-                                       cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
+                                       cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
                                        if (trace.fraction < 1)
                                                VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
                                }
@@ -3789,18 +4152,6 @@ static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
        if (model->surfmesh.num_vertices > 65536)
                model->surfmesh.data_element3s = NULL;
 
-       if (model->surfmesh.vertexposition)
-               Mem_Free(model->surfmesh.vertexposition);
-       model->surfmesh.vertexposition = NULL;
-       if (model->surfmesh.vertexmesh)
-               Mem_Free(model->surfmesh.vertexmesh);
-       model->surfmesh.vertexmesh = NULL;
-       if (model->surfmesh.vertexpositionbuffer)
-               R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexpositionbuffer);
-       model->surfmesh.vertexpositionbuffer = NULL;
-       if (model->surfmesh.vertexmeshbuffer)
-               R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
-       model->surfmesh.vertexmeshbuffer = NULL;
        if (model->surfmesh.data_element3i_indexbuffer)
                R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
        model->surfmesh.data_element3i_indexbuffer = NULL;
@@ -3950,6 +4301,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        unsigned char *lightmappixels;
        unsigned char *deluxemappixels;
        mod_alloclightmap_state_t lmstate;
+       char vabuf[1024];
 
        // generate lightmap projection information for all triangles
        if (model->texturepool == NULL)
@@ -3958,7 +4310,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
        lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
        //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
-       Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+       Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
        lightmapnumber = 0;
        for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
        {
@@ -4006,7 +4358,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
                                surfaceindex = -1;
                                lightmapnumber = 0;
                                Mod_AllocLightmap_Free(&lmstate);
-                               Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+                               Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
                                break;
                        }
                        // if we have maxed out the lightmap size, and this triangle does
@@ -4132,8 +4484,8 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
 
        for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
        {
-               model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
-               model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
+               model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
+               model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
        }
 
        if (lightmappixels)
@@ -4144,7 +4496,6 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
        {
                surface = model->data_surfaces + surfaceindex;
-               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
                if (!surface->num_triangles)
                        continue;
                lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
@@ -4233,3 +4584,303 @@ static void Mod_GenerateLightmaps_f(void)
        }
        Mod_GenerateLightmaps(cl.worldmodel);
 }
+
+void Mod_Mesh_Create(dp_model_t *mod, const char *name)
+{
+       memset(mod, 0, sizeof(*mod));
+       strlcpy(mod->name, name, sizeof(mod->name));
+       mod->mempool = Mem_AllocPool(name, 0, NULL);
+       mod->texturepool = R_AllocTexturePool();
+       mod->Draw = R_Q1BSP_Draw;
+       mod->DrawDepth = R_Q1BSP_DrawDepth;
+       mod->DrawDebug = R_Q1BSP_DrawDebug;
+       mod->DrawPrepass = R_Q1BSP_DrawPrepass;
+       mod->GetLightInfo = R_Q1BSP_GetLightInfo;
+       mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
+       mod->DrawLight = R_Q1BSP_DrawLight;
+}
+
+void Mod_Mesh_Destroy(dp_model_t *mod)
+{
+       Mod_UnloadModel(mod);
+}
+
+// resets the mesh model to have no geometry to render, ready for a new frame -
+// the mesh will be prepared for rendering later using Mod_Mesh_Finalize
+void Mod_Mesh_Reset(dp_model_t *mod)
+{
+       mod->num_surfaces = 0;
+       mod->surfmesh.num_vertices = 0;
+       mod->surfmesh.num_triangles = 0;
+       memset(mod->surfmesh.data_vertexhash, -1, mod->surfmesh.num_vertexhashsize * sizeof(*mod->surfmesh.data_vertexhash));
+       mod->DrawSky = NULL; // will be set if a texture needs it
+       mod->DrawAddWaterPlanes = NULL; // will be set if a texture needs it
+}
+
+texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags)
+{
+       int i;
+       texture_t *t;
+       for (i = 0; i < mod->num_textures; i++)
+               if (!strcmp(mod->data_textures[i].name, name))
+                       return mod->data_textures + i;
+       if (mod->max_textures <= mod->num_textures)
+       {
+               texture_t *oldtextures = mod->data_textures;
+               mod->max_textures = max(mod->max_textures * 2, 1024);
+               mod->data_textures = (texture_t *)Mem_Realloc(mod->mempool, mod->data_textures, mod->max_textures * sizeof(*mod->data_textures));
+               // update the pointers
+               for (i = 0; i < mod->num_surfaces; i++)
+                       mod->data_surfaces[i].texture = mod->data_textures + (mod->data_surfaces[i].texture - oldtextures);
+       }
+       t = &mod->data_textures[mod->num_textures++];
+       Mod_LoadTextureFromQ3Shader(mod->mempool, mod->name, t, name, false, true, defaulttexflags, defaultmaterialflags);
+       switch (defaultdrawflags & DRAWFLAG_MASK)
+       {
+       case DRAWFLAG_ADDITIVE:
+               t->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED;
+               t->currentmaterialflags = t->basematerialflags;
+               break;
+       case DRAWFLAG_MODULATE:
+               t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
+               t->currentmaterialflags = t->basematerialflags;
+               t->customblendfunc[0] = GL_DST_COLOR;
+               t->customblendfunc[1] = GL_ZERO;
+               break;
+       case DRAWFLAG_2XMODULATE:
+               t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
+               t->currentmaterialflags = t->basematerialflags;
+               t->customblendfunc[0] = GL_DST_COLOR;
+               t->customblendfunc[1] = GL_SRC_COLOR;
+               break;
+       case DRAWFLAG_SCREEN:
+               t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
+               t->currentmaterialflags = t->basematerialflags;
+               t->customblendfunc[0] = GL_ONE_MINUS_DST_COLOR;
+               t->customblendfunc[1] = GL_ONE;
+               break;
+       default:
+               break;
+       }
+       return t;
+}
+
+msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface)
+{
+       msurface_t *surf;
+       // batch if possible; primarily useful for UI rendering where bounding boxes don't matter
+       if (batchwithprevioussurface && mod->num_surfaces > 0 && mod->data_surfaces[mod->num_surfaces - 1].texture == tex)
+               return mod->data_surfaces + mod->num_surfaces - 1;
+       // create new surface
+       if (mod->max_surfaces == mod->num_surfaces)
+       {
+               mod->max_surfaces = 2 * max(mod->num_surfaces, 64);
+               mod->data_surfaces = (msurface_t *)Mem_Realloc(mod->mempool, mod->data_surfaces, mod->max_surfaces * sizeof(*mod->data_surfaces));
+               mod->sortedmodelsurfaces = (int *)Mem_Realloc(mod->mempool, mod->sortedmodelsurfaces, mod->max_surfaces * sizeof(*mod->sortedmodelsurfaces));
+       }
+       surf = mod->data_surfaces + mod->num_surfaces;
+       mod->num_surfaces++;
+       memset(surf, 0, sizeof(*surf));
+       surf->texture = tex;
+       surf->num_firsttriangle = mod->surfmesh.num_triangles;
+       surf->num_firstvertex = mod->surfmesh.num_vertices;
+       if (tex->basematerialflags & (MATERIALFLAG_SKY))
+               mod->DrawSky = R_Q1BSP_DrawSky;
+       if (tex->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+               mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+       return surf;
+}
+
+int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
+{
+       int hashindex, h, vnum, mask;
+       surfmesh_t *mesh = &mod->surfmesh;
+       if (mesh->max_vertices == mesh->num_vertices)
+       {
+               mesh->max_vertices = max(mesh->num_vertices * 2, 256);
+               mesh->data_vertex3f = (float *)Mem_Realloc(mod->mempool, mesh->data_vertex3f, mesh->max_vertices * sizeof(float[3]));
+               mesh->data_svector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_svector3f, mesh->max_vertices * sizeof(float[3]));
+               mesh->data_tvector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_tvector3f, mesh->max_vertices * sizeof(float[3]));
+               mesh->data_normal3f = (float *)Mem_Realloc(mod->mempool, mesh->data_normal3f, mesh->max_vertices * sizeof(float[3]));
+               mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2]));
+               mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2]));
+               mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4]));
+               // rebuild the hash table
+               mesh->num_vertexhashsize = 4 * mesh->max_vertices;
+               mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2
+               mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
+               memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
+               mask = mod->surfmesh.num_vertexhashsize - 1;
+               // no need to hash the vertices for the entire model, the latest surface will suffice.
+               for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++)
+               {
+                       // this uses prime numbers intentionally for computing the hash
+                       hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask;
+                       for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask)
+                               ; // just iterate until we find the terminator
+                       mesh->data_vertexhash[h] = vnum;
+               }
+       }
+       mask = mod->surfmesh.num_vertexhashsize - 1;
+       // this uses prime numbers intentionally for computing the hash
+       hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask;
+       // when possible find an identical vertex within the same surface and return it
+       for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask)
+       {
+               if (vnum >= surf->num_firstvertex
+                && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z
+                && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz
+                && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t
+                && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v
+                && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a)
+                       return vnum;
+       }
+       // add the new vertex
+       vnum = mesh->num_vertices++;
+       if (surf->num_vertices > 0)
+       {
+               if (surf->mins[0] > x) surf->mins[0] = x;
+               if (surf->mins[1] > y) surf->mins[1] = y;
+               if (surf->mins[2] > z) surf->mins[2] = z;
+               if (surf->maxs[0] < x) surf->maxs[0] = x;
+               if (surf->maxs[1] < y) surf->maxs[1] = y;
+               if (surf->maxs[2] < z) surf->maxs[2] = z;
+       }
+       else
+       {
+               VectorSet(surf->mins, x, y, z);
+               VectorSet(surf->maxs, x, y, z);
+       }
+       surf->num_vertices = mesh->num_vertices - surf->num_firstvertex;
+       mesh->data_vertexhash[h] = vnum;
+       mesh->data_vertex3f[vnum * 3 + 0] = x;
+       mesh->data_vertex3f[vnum * 3 + 1] = y;
+       mesh->data_vertex3f[vnum * 3 + 2] = z;
+       mesh->data_normal3f[vnum * 3 + 0] = nx;
+       mesh->data_normal3f[vnum * 3 + 1] = ny;
+       mesh->data_normal3f[vnum * 3 + 2] = nz;
+       mesh->data_texcoordtexture2f[vnum * 2 + 0] = s;
+       mesh->data_texcoordtexture2f[vnum * 2 + 1] = t;
+       mesh->data_texcoordlightmap2f[vnum * 2 + 0] = u;
+       mesh->data_texcoordlightmap2f[vnum * 2 + 1] = v;
+       mesh->data_lightmapcolor4f[vnum * 4 + 0] = r;
+       mesh->data_lightmapcolor4f[vnum * 4 + 1] = g;
+       mesh->data_lightmapcolor4f[vnum * 4 + 2] = b;
+       mesh->data_lightmapcolor4f[vnum * 4 + 3] = a;
+       return vnum;
+}
+
+void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2)
+{
+       surfmesh_t *mesh = &mod->surfmesh;
+       if (mesh->max_triangles == mesh->num_triangles)
+       {
+               mesh->max_triangles = 2 * max(mesh->num_triangles, 128);
+               mesh->data_element3s = (unsigned short *)Mem_Realloc(mod->mempool, mesh->data_element3s, mesh->max_triangles * sizeof(unsigned short[3]));
+               mesh->data_element3i = (int *)Mem_Realloc(mod->mempool, mesh->data_element3i, mesh->max_triangles * sizeof(int[3]));
+       }
+       mesh->data_element3s[mesh->num_triangles * 3 + 0] = e0;
+       mesh->data_element3s[mesh->num_triangles * 3 + 1] = e1;
+       mesh->data_element3s[mesh->num_triangles * 3 + 2] = e2;
+       mesh->data_element3i[mesh->num_triangles * 3 + 0] = e0;
+       mesh->data_element3i[mesh->num_triangles * 3 + 1] = e1;
+       mesh->data_element3i[mesh->num_triangles * 3 + 2] = e2;
+       mesh->num_triangles++;
+       surf->num_triangles++;
+}
+
+static void Mod_Mesh_MakeSortedSurfaces(dp_model_t *mod)
+{
+       int i, j;
+       texture_t *tex;
+       msurface_t *surf, *surf2;
+
+       // build the sorted surfaces list properly to reduce material setup
+       // this is easy because we're just sorting on texture and don't care about the order of textures
+       mod->nummodelsurfaces = 0;
+       for (i = 0; i < mod->num_surfaces; i++)
+               mod->data_surfaces[i].included = false;
+       for (i = 0; i < mod->num_surfaces; i++)
+       {
+               surf = mod->data_surfaces + i;
+               if (surf->included)
+                       continue;
+               tex = surf->texture;
+               // j = i is intentional
+               for (j = i; j < mod->num_surfaces; j++)
+               {
+                       surf2 = mod->data_surfaces + j;
+                       if (surf2->included)
+                               continue;
+                       if (surf2->texture == tex)
+                       {
+                               surf2->included = true;
+                               mod->sortedmodelsurfaces[mod->nummodelsurfaces++] = j;
+                       }
+               }
+       }
+}
+
+void Mod_Mesh_ComputeBounds(dp_model_t *mod)
+{
+       int i;
+       vec_t x2a, x2b, y2a, y2b, z2a, z2b, x2, y2, z2, yawradius, rotatedradius;
+
+       if (mod->surfmesh.num_vertices > 0)
+       {
+               // calculate normalmins/normalmaxs
+               VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmins);
+               VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmaxs);
+               for (i = 1; i < mod->surfmesh.num_vertices; i++)
+               {
+                       float x = mod->surfmesh.data_vertex3f[i * 3 + 0];
+                       float y = mod->surfmesh.data_vertex3f[i * 3 + 1];
+                       float z = mod->surfmesh.data_vertex3f[i * 3 + 2];
+                       // expand bounds to include this vertex
+                       if (mod->normalmins[0] > x) mod->normalmins[0] = x;
+                       if (mod->normalmins[1] > y) mod->normalmins[1] = y;
+                       if (mod->normalmins[2] > z) mod->normalmins[2] = z;
+                       if (mod->normalmaxs[0] < x) mod->normalmaxs[0] = x;
+                       if (mod->normalmaxs[1] < y) mod->normalmaxs[1] = y;
+                       if (mod->normalmaxs[2] < z) mod->normalmaxs[2] = z;
+               }
+               // calculate yawmins/yawmaxs, rotatedmins/maxs from normalmins/maxs
+               // (fast but less accurate than doing it per vertex)
+               x2a = mod->normalmins[0] * mod->normalmins[0];
+               x2b = mod->normalmaxs[0] * mod->normalmaxs[0];
+               y2a = mod->normalmins[1] * mod->normalmins[1];
+               y2b = mod->normalmaxs[1] * mod->normalmaxs[1];
+               z2a = mod->normalmins[2] * mod->normalmins[2];
+               z2b = mod->normalmaxs[2] * mod->normalmaxs[2];
+               x2 = max(x2a, x2b);
+               y2 = max(y2a, y2b);
+               z2 = max(z2a, z2b);
+               yawradius = sqrt(x2 + y2);
+               rotatedradius = sqrt(x2 + y2 + z2);
+               VectorSet(mod->yawmins, -yawradius, -yawradius, mod->normalmins[2]);
+               VectorSet(mod->yawmaxs, yawradius, yawradius, mod->normalmaxs[2]);
+               VectorSet(mod->rotatedmins, -rotatedradius, -rotatedradius, -rotatedradius);
+               VectorSet(mod->rotatedmaxs, rotatedradius, rotatedradius, rotatedradius);
+               mod->radius = rotatedradius;
+               mod->radius2 = x2 + y2 + z2;
+       }
+       else
+       {
+               VectorClear(mod->normalmins);
+               VectorClear(mod->normalmaxs);
+               VectorClear(mod->yawmins);
+               VectorClear(mod->yawmaxs);
+               VectorClear(mod->rotatedmins);
+               VectorClear(mod->rotatedmaxs);
+               mod->radius = 0;
+               mod->radius2 = 0;
+       }
+}
+
+void Mod_Mesh_Finalize(dp_model_t *mod)
+{
+       Mod_Mesh_ComputeBounds(mod);
+       Mod_Mesh_MakeSortedSurfaces(mod);
+       Mod_BuildTextureVectorsFromNormals(0, mod->surfmesh.num_vertices, mod->surfmesh.num_triangles, mod->surfmesh.data_vertex3f, mod->surfmesh.data_texcoordtexture2f, mod->surfmesh.data_normal3f, mod->surfmesh.data_element3i, mod->surfmesh.data_svector3f, mod->surfmesh.data_tvector3f, true);
+}