]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
renamed MATERIALFLAG_WATER to MATERIALFLAG_WATERSCROLL
[xonotic/darkplaces.git] / model_shared.c
index 1edb3fb44504470b95c0e976a8eb59beebb65d3b..9899adcf1653b9e9362132a83b0f211a727b5fca 100644 (file)
@@ -26,30 +26,39 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "image.h"
 #include "r_shadow.h"
 
-cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
+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"};
 
 model_t *loadmodel;
 
-#if 0
-// LordHavoc: was 512
-static int mod_numknown = 0;
-static int mod_maxknown = 0;
-static model_t *mod_known = NULL;
-#else
-// LordHavoc: was 512
-#define MAX_MOD_KNOWN (MAX_MODELS + 256)
-static int mod_numknown = 0;
-static int mod_maxknown = MAX_MOD_KNOWN;
-static model_t mod_known[MAX_MOD_KNOWN];
-#endif
+static mempool_t *mod_mempool;
+static memexpandablearray_t models;
+
+static mempool_t* q3shaders_mem;
+typedef struct q3shader_hash_entry_s
+{
+  q3shaderinfo_t shader;
+  struct q3shader_hash_entry_s* chain;
+} q3shader_hash_entry_t;
+#define Q3SHADER_HASH_SIZE  1021
+typedef struct q3shader_data_s
+{
+  memexpandablearray_t hash_entries;
+  q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
+  memexpandablearray_t char_ptrs;
+} q3shader_data_t;
+static q3shader_data_t* q3shader_data;
 
 static void mod_start(void)
 {
        int i;
+       int nummodels = Mem_ExpandableArray_IndexRange(&models);
        model_t *mod;
 
-       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
-               if (mod->name[0] && mod->name[0] != '*')
+       // parse the Q3 shader files
+       Mod_LoadQ3Shaders();
+
+       for (i = 0;i < nummodels;i++)
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
                        if (mod->used)
                                Mod_LoadModel(mod, true, false, mod->isworldmodel);
 }
@@ -57,26 +66,47 @@ static void mod_start(void)
 static void mod_shutdown(void)
 {
        int i;
+       int nummodels = Mem_ExpandableArray_IndexRange(&models);
        model_t *mod;
 
-       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
-               if (mod->loaded || mod->mempool)
+       for (i = 0;i < nummodels;i++)
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
                        Mod_UnloadModel(mod);
+
+       Mem_FreePool (&q3shaders_mem);
 }
 
 static void mod_newmap(void)
 {
        msurface_t *surface;
-       int i, surfacenum, ssize, tsize;
+       int i, j, k, surfacenum, ssize, tsize;
+       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       model_t *mod;
+
+       R_SkinFrame_PrepareForPurge();
+       for (i = 0;i < nummodels;i++)
+       {
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
+               {
+                       for (j = 0;j < mod->num_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]);
+                       }
+               }
+       }
+       R_SkinFrame_Purge();
 
        if (!cl_stainmaps_clearonload.integer)
                return;
 
-       for (i = 0;i < mod_numknown;i++)
+       for (i = 0;i < nummodels;i++)
        {
-               if (mod_known[i].mempool && mod_known[i].data_surfaces)
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
                {
-                       for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
+                       for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
                        {
                                if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
                                {
@@ -97,8 +127,12 @@ Mod_Init
 */
 static void Mod_Print(void);
 static void Mod_Precache (void);
+static void Mod_BuildVBOs(void);
 void Mod_Init (void)
 {
+       mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
+       Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
+
        Mod_BrushInit();
        Mod_AliasInit();
        Mod_SpriteInit();
@@ -121,6 +155,10 @@ void Mod_UnloadModel (model_t *mod)
        strlcpy(name, mod->name, sizeof(name));
        isworldmodel = mod->isworldmodel;
        used = mod->used;
+       if (mod->surfmesh.ebo)
+               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
+       if (mod->surfmesh.vbo)
+               R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
        // free textures/memory attached to the model
        R_FreeTexturePool(&mod->texturepool);
        Mem_FreePool(&mod->mempool);
@@ -207,15 +245,24 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
        VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
        VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
 
+       // if we're loading a worldmodel, then this is a level change
+       if (mod->isworldmodel)
+       {
+               // clear out any stale submodels or worldmodels lying around
+               // if we did this clear before now, an error might abort loading and
+               // leave things in a bad state
+               Mod_RemoveStaleWorldModels(mod);
+               // reload q3 shaders, to make sure they are ready to go for this level
+               // (including any models loaded for this level)
+               Mod_LoadQ3Shaders();
+       }
+
        if (buf)
        {
                char *bufend = (char *)buf + filesize;
 
                // all models use memory, so allocate a memory pool
                mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
-               // all models load textures, so allocate a texture pool
-               if (cls.state != ca_dedicated)
-                       mod->texturepool = R_AllocTexturePool();
 
                num = LittleLong(*((int *)buf));
                // call the apropriate loader
@@ -230,10 +277,12 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
                else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
                else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
-               else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
                else if (num == BSPVERSION || num == 30) 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_BuildVBOs();
+
                // no fatal errors occurred, so this model is ready to use.
                mod->loaded = true;
        }
@@ -247,36 +296,38 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
 
 void Mod_ClearUsed(void)
 {
-#if 0
        int i;
+       int nummodels = Mem_ExpandableArray_IndexRange(&models);
        model_t *mod;
-
-       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
-               if (mod->name[0])
+       for (i = 0;i < nummodels;i++)
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
                        mod->used = false;
-#endif
 }
 
 void Mod_PurgeUnused(void)
 {
        int i;
+       int nummodels = Mem_ExpandableArray_IndexRange(&models);
        model_t *mod;
-
-       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
-               if (mod->name[0])
-                       if (!mod->used)
-                               Mod_UnloadModel(mod);
+       for (i = 0;i < nummodels;i++)
+       {
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
+               {
+                       Mod_UnloadModel(mod);
+                       Mem_ExpandableArray_FreeRecord(&models, mod);
+               }
+       }
 }
 
 // only used during loading!
 void Mod_RemoveStaleWorldModels(model_t *skip)
 {
        int i;
+       int nummodels = Mem_ExpandableArray_IndexRange(&models);
        model_t *mod;
-
-       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+       for (i = 0;i < nummodels;i++)
        {
-               if (mod->isworldmodel && mod->loaded && skip != mod)
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
                {
                        Mod_UnloadModel(mod);
                        mod->isworldmodel = false;
@@ -294,46 +345,25 @@ Mod_FindName
 model_t *Mod_FindName(const char *name)
 {
        int i;
+       int nummodels = Mem_ExpandableArray_IndexRange(&models);
        model_t *mod;
 
        if (!name[0])
                Host_Error ("Mod_ForName: NULL name");
 
-// search the currently loaded models
-       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+       // search the currently loaded models
+       for (i = 0;i < nummodels;i++)
        {
-               if (mod->name[0] && !strcmp(mod->name, name))
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
                {
                        mod->used = true;
                        return mod;
                }
        }
 
-       // no match found, find room for a new one
-       for (i = 0;i < mod_numknown;i++)
-               if (!mod_known[i].name[0])
-                       break;
-
-       if (mod_maxknown == i)
-       {
-#if 0
-               model_t *old;
-               mod_maxknown += 256;
-               old = mod_known;
-               mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
-               if (old)
-               {
-                       memcpy(mod_known, old, mod_numknown * sizeof(model_t));
-                       Mem_Free(old);
-               }
-#else
-               Host_Error ("Mod_FindName: ran out of models");
-#endif
-       }
-       if (mod_numknown == i)
-               mod_numknown++;
-       mod = mod_known + i;
-       strlcpy (mod->name, name, sizeof(mod->name));
+       // no match found, create a new one
+       mod = Mem_ExpandableArray_AllocRecord(&models);
+       strlcpy(mod->name, name, sizeof(mod->name));
        mod->loaded = false;
        mod->used = true;
        return mod;
@@ -362,15 +392,14 @@ Mod_Reload
 Reloads all models if they have changed
 ==================
 */
-void Mod_Reload()
+void Mod_Reload(void)
 {
        int i;
+       int nummodels = Mem_ExpandableArray_IndexRange(&models);
        model_t *mod;
-
-       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
-               if (mod->name[0] && mod->name[0] != '*')
-                       if (mod->used)
-                               Mod_LoadModel(mod, true, true, mod->isworldmodel);
+       for (i = 0;i < nummodels;i++)
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
+                       Mod_LoadModel(mod, true, true, mod->isworldmodel);
 }
 
 unsigned char *mod_base;
@@ -385,12 +414,13 @@ Mod_Print
 */
 static void Mod_Print(void)
 {
-       int             i;
-       model_t *mod;
+       int i;
+       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       model_t *mod;
 
        Con_Print("Loaded models:\n");
-       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
-               if (mod->name[0])
+       for (i = 0;i < nummodels;i++)
+               if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
                        Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
 }
 
@@ -811,7 +841,7 @@ int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
        int hashindex, vnum;
        shadowmeshvertexhash_t *hash;
        // this uses prime numbers intentionally
-       hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
+       hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
        for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
        {
                vnum = (hash - mesh->vertexhashentries);
@@ -905,7 +935,42 @@ shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtria
        return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
 }
 
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
+static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
+{
+       if (!gl_support_arb_vertex_buffer_object)
+               return;
+
+       // element buffer is easy because it's just one array
+       if (mesh->numtriangles)
+               mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
+
+       // 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->numverts)
+       {
+               size_t size;
+               unsigned char *mem;
+               size = 0;
+               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->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 = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
+               Mem_Free(mem);
+       }
+}
+
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
 {
        shadowmesh_t *mesh, *newmesh, *nextmesh;
        // reallocate meshs to conserve space
@@ -917,6 +982,8 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh,
                        newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
                        newmesh->next = firstmesh;
                        firstmesh = newmesh;
+                       if (createvbo)
+                               Mod_ShadowMesh_CreateVBOs(newmesh);
                }
                Mem_Free(mesh);
        }
@@ -977,142 +1044,16 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        shadowmesh_t *nextmesh;
        for (;mesh;mesh = nextmesh)
        {
+               if (mesh->ebo)
+                       R_Mesh_DestroyBufferObject(mesh->ebo);
+               if (mesh->vbo)
+                       R_Mesh_DestroyBufferObject(mesh->vbo);
                nextmesh = mesh->next;
                Mem_Free(mesh);
        }
 }
 
-static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
-{
-       int i;
-       if (!force)
-       {
-               for (i = 0;i < width*height;i++)
-                       if (((unsigned char *)&palette[in[i]])[3] > 0)
-                               break;
-               if (i == width*height)
-                       return NULL;
-       }
-       return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
-}
-
-int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
-{
-       imageskin_t s;
-       memset(skinframe, 0, sizeof(*skinframe));
-       skinframe->base = r_texture_notexture;
-       if (cls.state == ca_dedicated)
-               return false;
-       if (!image_loadskin(&s, basename))
-               return false;
-       skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
-       if (s.nmappixels != NULL)
-               skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
-       if (s.glosspixels != NULL)
-               skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
-       if (s.glowpixels != NULL && loadglowtexture)
-               skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
-       if (s.maskpixels != NULL)
-               skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
-       if (loadpantsandshirt)
-       {
-               if (s.pantspixels != NULL)
-                       skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
-               if (s.shirtpixels != NULL)
-                       skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
-       }
-       if (!skinframe->base)
-               skinframe->base = r_texture_notexture;
-       if (!skinframe->nmap)
-               skinframe->nmap = r_texture_blanknormalmap;
-       image_freeskin(&s);
-       return true;
-}
-
-int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
-{
-       int i;
-       unsigned char *temp1, *temp2;
-       memset(skinframe, 0, sizeof(*skinframe));
-       if (cls.state == ca_dedicated)
-               return false;
-       if (!skindata)
-               return false;
-       if (bitsperpixel == 32)
-       {
-               if (r_shadow_bumpscale_basetexture.value > 0)
-               {
-                       temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
-                       temp2 = temp1 + width * height * 4;
-                       Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
-                       Mem_Free(temp1);
-               }
-               skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
-               if (textureflags & TEXF_ALPHA)
-               {
-                       for (i = 3;i < width * height * 4;i += 4)
-                               if (skindata[i] < 255)
-                                       break;
-                       if (i < width * height * 4)
-                       {
-                               unsigned char *fogpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 4);
-                               memcpy(fogpixels, skindata, width * height * 4);
-                               for (i = 0;i < width * height * 4;i += 4)
-                                       fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
-                               skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
-                               Mem_Free(fogpixels);
-                       }
-               }
-       }
-       else if (bitsperpixel == 8)
-       {
-               if (r_shadow_bumpscale_basetexture.value > 0)
-               {
-                       temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
-                       temp2 = temp1 + width * height * 4;
-                       if (bitsperpixel == 32)
-                               Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-                       else
-                       {
-                               // use either a custom palette or the quake palette
-                               Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
-                               Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-                       }
-                       skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
-                       Mem_Free(temp1);
-               }
-               // use either a custom palette, or the quake palette
-               skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
-               if (!palette && loadglowtexture)
-                       skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags, false); // glow
-               if (!palette && loadpantsandshirt)
-               {
-                       skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags, false); // pants
-                       skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags, false); // shirt
-               }
-               if (skinframe->pants || skinframe->shirt)
-                       skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
-               if (textureflags & TEXF_ALPHA)
-               {
-                       // if not using a custom alphapalette, use the quake one
-                       if (!alphapalette)
-                               alphapalette = palette_alpha;
-                       for (i = 0;i < width * height;i++)
-                               if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
-                                       break;
-                       if (i < width * height)
-                               skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags, true); // fog mask
-               }
-       }
-       else
-               return false;
-       if (!skinframe->nmap)
-               skinframe->nmap = r_texture_blanknormalmap;
-       return true;
-}
-
-void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+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;
@@ -1127,16 +1068,16 @@ void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels,
        texcoord2f[1] = tc[1];
 }
 
-void Mod_GetTerrainVertexFromRGBA(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)
+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];
        float sv[3], tv[3], nl[3];
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
        Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
        Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
        VectorAdd(svector3f, sv, svector3f);
@@ -1152,7 +1093,7 @@ void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewid
        VectorAdd(normal3f, nl, normal3f);
 }
 
-void Mod_ConstructTerrainPatchFromRGBA(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)
+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;
@@ -1172,7 +1113,735 @@ void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int ima
        Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
        for (y = 0, iy = y1;y < height + 1;y++, iy++)
                for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
-                       Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+                       Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+}
+
+q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
+{
+       if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
+       if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
+       if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
+       if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
+       if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
+       if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
+       Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
+       return Q3WAVEFUNC_NONE;
+}
+
+static void Q3Shaders_Clear()
+{
+       /* Just clear out everything... */
+       Mem_FreePool (&q3shaders_mem);
+       /* ...and alloc the structs again. */
+       q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
+       q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
+               sizeof (q3shader_data_t));
+       Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries, 
+               q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
+       Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
+               q3shaders_mem, sizeof (char**), 256);
+}
+
+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)
+       {
+               if (strcasecmp (entry->shader.name, shader->name) == 0)
+               {
+                       Con_Printf("Shader '%s' already defined\n", shader->name);
+                       return;
+               }
+               lastEntry = entry;
+               entry = entry->chain;
+       }
+       if (entry == NULL)
+       {
+               if (lastEntry->shader.name[0] != 0)
+               {
+                       /* Add to chain */
+                       q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
+                         Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
+                       
+                       while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
+                       lastEntry->chain = newEntry;
+                       newEntry->chain = NULL;
+                       lastEntry = newEntry;
+               }
+               /* else: head of chain, in hash entry array */
+               entry = lastEntry;
+       }
+       memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
+}
+
+void Mod_LoadQ3Shaders(void)
+{
+       int j;
+       int fileindex;
+       fssearch_t *search;
+       char *f;
+       const char *text;
+       q3shaderinfo_t shader;
+       q3shaderinfo_layer_t *layer;
+       int numparameters;
+       char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
+
+       Q3Shaders_Clear();
+
+       search = FS_Search("scripts/*.shader", true, false);
+       if (!search)
+               return;
+       for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
+       {
+               text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
+               if (!f)
+                       continue;
+               while (COM_ParseToken_QuakeC(&text, false))
+               {
+                       memset (&shader, 0, sizeof(shader));
+                       shader.reflectmin = 0;
+                       shader.reflectmax = 1;
+                       shader.refractfactor = 1;
+                       Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
+                       shader.reflectfactor = 1;
+                       Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+                       shader.r_water_wateralpha = 1;
+
+                       strlcpy(shader.name, com_token, sizeof(shader.name));
+                       if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
+                       {
+                               Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
+                               break;
+                       }
+                       while (COM_ParseToken_QuakeC(&text, false))
+                       {
+                               if (!strcasecmp(com_token, "}"))
+                                       break;
+                               if (!strcasecmp(com_token, "{"))
+                               {
+                                       static q3shaderinfo_layer_t dummy;
+                                       if (shader.numlayers < Q3SHADER_MAXLAYERS)
+                                       {
+                                               layer = shader.layers + shader.numlayers++;
+                                       }
+                                       else
+                                       {
+                                               // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
+                                               memset(&dummy, 0, sizeof(dummy));
+                                               layer = &dummy;
+                                       }
+                                       layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+                                       layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+                                       layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                       layer->blendfunc[0] = GL_ONE;
+                                       layer->blendfunc[1] = GL_ZERO;
+                                       while (COM_ParseToken_QuakeC(&text, false))
+                                       {
+                                               if (!strcasecmp(com_token, "}"))
+                                                       break;
+                                               if (!strcasecmp(com_token, "\n"))
+                                                       continue;
+                                               numparameters = 0;
+                                               for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
+                                               {
+                                                       if (j < TEXTURE_MAXFRAMES + 4)
+                                                       {
+                                                               strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+                                                               numparameters = j + 1;
+                                                       }
+                                                       if (!COM_ParseToken_QuakeC(&text, true))
+                                                               break;
+                                               }
+                                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                                                       parameter[j][0] = 0;
+                                               if (developer.integer >= 100)
+                                               {
+                                                       Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
+                                                       for (j = 0;j < numparameters;j++)
+                                                               Con_Printf(" %s", parameter[j]);
+                                                       Con_Print("\n");
+                                               }
+                                               if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
+                                               {
+                                                       if (numparameters == 2)
+                                                       {
+                                                               if (!strcasecmp(parameter[1], "add"))
+                                                               {
+                                                                       layer->blendfunc[0] = GL_ONE;
+                                                                       layer->blendfunc[1] = GL_ONE;
+                                                               }
+                                                               else if (!strcasecmp(parameter[1], "filter"))
+                                                               {
+                                                                       layer->blendfunc[0] = GL_DST_COLOR;
+                                                                       layer->blendfunc[1] = GL_ZERO;
+                                                               }
+                                                               else if (!strcasecmp(parameter[1], "blend"))
+                                                               {
+                                                                       layer->blendfunc[0] = GL_SRC_ALPHA;
+                                                                       layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
+                                                               }
+                                                       }
+                                                       else if (numparameters == 3)
+                                                       {
+                                                               int k;
+                                                               for (k = 0;k < 2;k++)
+                                                               {
+                                                                       if (!strcasecmp(parameter[k+1], "GL_ONE"))
+                                                                               layer->blendfunc[k] = GL_ONE;
+                                                                       else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
+                                                                               layer->blendfunc[k] = GL_ZERO;
+                                                                       else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
+                                                                               layer->blendfunc[k] = GL_SRC_COLOR;
+                                                                       else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
+                                                                               layer->blendfunc[k] = GL_SRC_ALPHA;
+                                                                       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;
+                                                                       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"))
+                                                                               layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
+                                                                       else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
+                                                                               layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
+                                                                       else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
+                                                                               layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
+                                                                       else
+                                                                               layer->blendfunc[k] = GL_ONE; // default in case of parsing error
+                                                               }
+                                                       }
+                                               }
+                                               if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
+                                                       layer->alphatest = true;
+                                               if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
+                                               {
+                                                       if (!strcasecmp(parameter[0], "clampmap"))
+                                                               layer->clampmap = true;
+                                                       layer->numframes = 1;
+                                                       layer->framerate = 1;
+                                                       layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
+                                                               &q3shader_data->char_ptrs);
+                                                       layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
+                                                       if (!strcasecmp(parameter[1], "$lightmap"))
+                                                               shader.lighting = true;
+                                               }
+                                               else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
+                                               {
+                                                       int i;
+                                                       layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
+                                                       layer->framerate = atof(parameter[1]);
+                                                       layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
+                                                       for (i = 0;i < layer->numframes;i++)
+                                                               layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
+                                               }
+                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
+                                               {
+                                                       int i;
+                                                       for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
+                                                               layer->rgbgen.parms[i] = atof(parameter[i+2]);
+                                                            if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+                                                       else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
+                                                       else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
+                                                       else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
+                                                       else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
+                                                       else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
+                                                       else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
+                                                       else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
+                                                       else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
+                                                       else if (!strcasecmp(parameter[1], "wave"))
+                                                       {
+                                                               layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
+                                                               layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+                                                               for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+                                                                       layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
+                                                       }
+                                                       else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
+                                               }
+                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
+                                               {
+                                                       int i;
+                                                       for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
+                                                               layer->alphagen.parms[i] = atof(parameter[i+2]);
+                                                            if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+                                                       else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
+                                                       else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
+                                                       else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
+                                                       else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
+                                                       else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
+                                                       else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
+                                                       else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
+                                                       else if (!strcasecmp(parameter[1], "wave"))
+                                                       {
+                                                               layer->alphagen.alphagen = Q3RGBGEN_WAVE;
+                                                               layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+                                                               for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+                                                                       layer->alphagen.waveparms[i] = atof(parameter[i+3]);
+                                                       }
+                                                       else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
+                                               }
+                                               else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
+                                               {
+                                                       int i;
+                                                       // observed values: tcgen environment
+                                                       // no other values have been observed in real shaders
+                                                       for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
+                                                               layer->tcgen.parms[i] = atof(parameter[i+2]);
+                                                            if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                                       else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                                       else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
+                                                       else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
+                                                       else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
+                                                       else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
+                                               }
+                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
+                                               {
+                                                       int i, tcmodindex;
+                                                       // observed values:
+                                                       // tcmod rotate #
+                                                       // tcmod scale # #
+                                                       // tcmod scroll # #
+                                                       // tcmod stretch sin # # # #
+                                                       // tcmod stretch triangle # # # #
+                                                       // tcmod transform # # # # # #
+                                                       // tcmod turb # # # #
+                                                       // tcmod turb sin # # # #  (this is bogus)
+                                                       // no other values have been observed in real shaders
+                                                       for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
+                                                               if (!layer->tcmods[tcmodindex].tcmod)
+                                                                       break;
+                                                       if (tcmodindex < Q3MAXTCMODS)
+                                                       {
+                                                               for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
+                                                                       layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
+                                                                        if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
+                                                               else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
+                                                               else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
+                                                               else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
+                                                               else if (!strcasecmp(parameter[1], "stretch"))
+                                                               {
+                                                                       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
+                                                                       layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+                                                                       for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+                                                                               layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
+                                                               }
+                                                               else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
+                                                               else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
+                                                               else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
+                                                       }
+                                                       else
+                                                               Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
+                                               }
+                                               // break out a level if it was a closing brace (not using the character here to not confuse vim)
+                                               if (!strcasecmp(com_token, "}"))
+                                                       break;
+                                       }
+                                       if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
+                                               shader.lighting = true;
+                                       if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
+                                       {
+                                               if (layer == shader.layers + 0)
+                                               {
+                                                       // vertex controlled transparency
+                                                       shader.vertexalpha = true;
+                                               }
+                                               else
+                                               {
+                                                       // multilayer terrain shader or similar
+                                                       shader.textureblendalpha = true;
+                                               }
+                                       }
+                                       continue;
+                               }
+                               numparameters = 0;
+                               for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
+                               {
+                                       if (j < TEXTURE_MAXFRAMES + 4)
+                                       {
+                                               strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+                                               numparameters = j + 1;
+                                       }
+                                       if (!COM_ParseToken_QuakeC(&text, true))
+                                               break;
+                               }
+                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                                       parameter[j][0] = 0;
+                               if (fileindex == 0 && !strcasecmp(com_token, "}"))
+                                       break;
+                               if (developer.integer >= 100)
+                               {
+                                       Con_Printf("%s: ", shader.name);
+                                       for (j = 0;j < numparameters;j++)
+                                               Con_Printf(" %s", parameter[j]);
+                                       Con_Print("\n");
+                               }
+                               if (numparameters < 1)
+                                       continue;
+                               if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
+                               {
+                                       if (!strcasecmp(parameter[1], "alphashadow"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
+                                       else if (!strcasecmp(parameter[1], "areaportal"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
+                                       else if (!strcasecmp(parameter[1], "botclip"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
+                                       else if (!strcasecmp(parameter[1], "clusterportal"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
+                                       else if (!strcasecmp(parameter[1], "detail"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
+                                       else if (!strcasecmp(parameter[1], "donotenter"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
+                                       else if (!strcasecmp(parameter[1], "dust"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_DUST;
+                                       else if (!strcasecmp(parameter[1], "hint"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_HINT;
+                                       else if (!strcasecmp(parameter[1], "fog"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_FOG;
+                                       else if (!strcasecmp(parameter[1], "lava"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_LAVA;
+                                       else if (!strcasecmp(parameter[1], "lightfilter"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
+                                       else if (!strcasecmp(parameter[1], "lightgrid"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
+                                       else if (!strcasecmp(parameter[1], "metalsteps"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
+                                       else if (!strcasecmp(parameter[1], "nodamage"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
+                                       else if (!strcasecmp(parameter[1], "nodlight"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
+                                       else if (!strcasecmp(parameter[1], "nodraw"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
+                                       else if (!strcasecmp(parameter[1], "nodrop"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODROP;
+                                       else if (!strcasecmp(parameter[1], "noimpact"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
+                                       else if (!strcasecmp(parameter[1], "nolightmap"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
+                                       else if (!strcasecmp(parameter[1], "nomarks"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
+                                       else if (!strcasecmp(parameter[1], "nomipmaps"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+                                       else if (!strcasecmp(parameter[1], "nonsolid"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
+                                       else if (!strcasecmp(parameter[1], "origin"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
+                                       else if (!strcasecmp(parameter[1], "playerclip"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
+                                       else if (!strcasecmp(parameter[1], "sky"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_SKY;
+                                       else if (!strcasecmp(parameter[1], "slick"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_SLICK;
+                                       else if (!strcasecmp(parameter[1], "slime"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_SLIME;
+                                       else if (!strcasecmp(parameter[1], "structural"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
+                                       else if (!strcasecmp(parameter[1], "trans"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_TRANS;
+                                       else if (!strcasecmp(parameter[1], "water"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_WATER;
+                                       else if (!strcasecmp(parameter[1], "pointlight"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
+                                       else if (!strcasecmp(parameter[1], "antiportal"))
+                                               shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
+                                       else
+                                               Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
+                               }
+                               else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
+                               {
+                                       // some q3 skies don't have the sky parm set
+                                       shader.surfaceparms |= Q3SURFACEPARM_SKY;
+                                       strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
+                               }
+                               else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
+                               {
+                                       // some q3 skies don't have the sky parm set
+                                       shader.surfaceparms |= Q3SURFACEPARM_SKY;
+                                       if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
+                                               strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
+                               }
+                               else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
+                               {
+                                       if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
+                                               shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
+                               }
+                               else if (!strcasecmp(parameter[0], "nomipmaps"))
+                                       shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+                               else if (!strcasecmp(parameter[0], "nopicmip"))
+                                       shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+                               else if (!strcasecmp(parameter[0], "polygonoffset"))
+                                       shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+                               else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
+                                       shader.refractfactor = atof(parameter[1]);
+                                       Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
+                                       shader.reflectfactor = atof(parameter[1]);
+                                       Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+                                       shader.reflectmin = atof(parameter[1]);
+                                       shader.reflectmax = atof(parameter[2]);
+                                       shader.refractfactor = atof(parameter[3]);
+                                       shader.reflectfactor = atof(parameter[4]);
+                                       Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
+                                       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], "deformvertexes") && numparameters >= 2)
+                               {
+                                       int i, deformindex;
+                                       for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
+                                               if (!shader.deforms[deformindex].deform)
+                                                       break;
+                                       if (deformindex < Q3MAXDEFORMS)
+                                       {
+                                               for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
+                                                       shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
+                                                    if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+                                               else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+                                               else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+                                               else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
+                                               else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
+                                               else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
+                                               else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
+                                               else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
+                                               else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
+                                               else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
+                                               else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
+                                               else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
+                                               else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
+                                               else if (!strcasecmp(parameter[1], "wave"            ))
+                                               {
+                                                       shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
+                                                       shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+                                                       for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
+                                                               shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+                                               }
+                                               else if (!strcasecmp(parameter[1], "move"            ))
+                                               {
+                                                       shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
+                                                       shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+                                                       for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
+                                                               shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+                                               }
+                                       }
+                               }
+                       }
+                       // identify if this is a blended terrain shader or similar
+                       if (shader.numlayers)
+                       {
+                               shader.backgroundlayer = -1;
+                               shader.primarylayer = 0;
+                               if ((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[0].alphatest)
+                               ||  (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;
+                               }
+                               // now see if the lightmap came first, and if so choose the second texture instead
+                               if ((shader.layers[shader.primarylayer].texturename != NULL)
+                                 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
+                               {
+                                       shader.backgroundlayer = -1;
+                                       shader.primarylayer = 1;
+                               }
+                       }
+                       // fix up multiple reflection types
+                       if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
+                               shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
+
+                       Q3Shader_AddToHash (&shader);
+               }
+               Mem_Free(f);
+       }
+}
+
+q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
+{
+       unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
+       q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+       while (entry != NULL)
+       {
+               if (strcasecmp (entry->shader.name, name) == 0)
+                       return &entry->shader;
+               entry = entry->chain;
+       }
+       return NULL;
+}
+
+extern cvar_t r_picmipworld;
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
+{
+       int j;
+       int texflags;
+       qboolean success = true;
+       q3shaderinfo_t *shader;
+       strlcpy(texture->name, name, sizeof(texture->name));
+       shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
+       if (shader)
+       {
+               if (developer.integer >= 100)
+                       Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
+               texture->surfaceparms = shader->surfaceparms;
+               texture->textureflags = shader->textureflags;
+               texture->basematerialflags = 0;
+               if (shader->surfaceparms & Q3SURFACEPARM_SKY)
+               {
+                       texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       if (shader->skyboxname[0])
+                       {
+                               // 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);
+                       }
+               }
+               else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
+                       texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+               else
+                       texture->basematerialflags = MATERIALFLAG_WALL;
+               if (shader->layers[0].alphatest)
+                       texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
+               if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                       texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
+               if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
+                       texture->biaspolygonoffset -= 2;
+               if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
+                       texture->basematerialflags |= MATERIALFLAG_REFRACTION;
+               if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
+                       texture->basematerialflags |= MATERIALFLAG_REFLECTION;
+               if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+                       texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
+               texture->customblendfunc[0] = GL_ONE;
+               texture->customblendfunc[1] = GL_ZERO;
+               if (shader->numlayers > 0)
+               {
+                       texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
+                       texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
+/*
+Q3 shader blendfuncs actually used in the game (* = supported by DP)
+* additive               GL_ONE GL_ONE
+additive weird         GL_ONE GL_SRC_ALPHA
+additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
+* alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
+alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
+brighten               GL_DST_COLOR GL_ONE
+brighten               GL_ONE GL_SRC_COLOR
+brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
+brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
+* modulate               GL_DST_COLOR GL_ZERO
+* modulate               GL_ZERO GL_SRC_COLOR
+modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
+modulate inverse alpha GL_ZERO GL_SRC_ALPHA
+modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
+* modulate x2            GL_DST_COLOR GL_SRC_COLOR
+* no blend               GL_ONE GL_ZERO
+nothing                GL_ZERO GL_ONE
+*/
+                       // if not opaque, figure out what blendfunc to use
+                       if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
+                       {
+                               if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
+                                       texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                               else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
+                                       texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                               else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+                                       texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                               else
+                                       texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                       }
+               }
+               if (!shader->lighting)
+                       texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
+               if (shader->primarylayer >= 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++)
+                       {
+                               texflags = TEXF_ALPHA | TEXF_PRECACHE;
+                               if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
+                                       texflags |= TEXF_MIPMAP;
+                               if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
+                                       texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+                               if (primarylayer->clampmap)
+                                       texflags |= TEXF_CLAMP;
+                               if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, 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->backgroundlayer >= 0)
+               {
+                       q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
+                       texture->backgroundnumskinframes = backgroundlayer->numframes;
+                       texture->backgroundskinframerate = backgroundlayer->framerate;
+                       for (j = 0;j < backgroundlayer->numframes;j++)
+                       {
+                               if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+                               {
+                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
+                                       texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
+                               }
+                       }
+               }
+               memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
+               texture->reflectmin = shader->reflectmin;
+               texture->reflectmax = shader->reflectmax;
+               texture->refractfactor = shader->refractfactor;
+               Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
+               texture->reflectfactor = shader->reflectfactor;
+               Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
+               texture->r_water_wateralpha = shader->r_water_wateralpha;
+       }
+       else if (!strcmp(texture->name, "noshader"))
+       {
+               if (developer.integer >= 100)
+                       Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
+               texture->surfaceparms = 0;
+       }
+       else
+       {
+               success = false;
+               if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
+                       Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+               texture->surfaceparms = 0;
+               if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
+                       texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+               else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
+                       texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+               else
+                       texture->basematerialflags |= MATERIALFLAG_WALL;
+               texture->numskinframes = 1;
+               if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
+                       if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
+                               Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, 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];
+       return success;
 }
 
 skinfile_t *Mod_LoadSkinFiles(void)
@@ -1223,7 +1892,7 @@ tag_torso,
                for(line = 0;;line++)
                {
                        // parse line
-                       if (!COM_ParseToken(&data, true))
+                       if (!COM_ParseToken_QuakeC(&data, true))
                                break;
                        if (!strcmp(com_token, "\n"))
                                continue;
@@ -1236,7 +1905,7 @@ tag_torso,
                                else
                                        wordsoverflow = true;
                        }
-                       while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
+                       while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
                        if (wordsoverflow)
                        {
                                Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
@@ -1358,3 +2027,63 @@ int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int
        return outtriangles;
 }
 
+void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
+{
+       int i, e;
+       int firstvertex, lastvertex;
+       if (numelements > 0 && elements)
+       {
+               firstvertex = lastvertex = elements[0];
+               for (i = 1;i < numelements;i++)
+               {
+                       e = elements[i];
+                       firstvertex = min(firstvertex, e);
+                       lastvertex = max(lastvertex, e);
+               }
+       }
+       else
+               firstvertex = lastvertex = 0;
+       if (firstvertexpointer)
+               *firstvertexpointer = firstvertex;
+       if (lastvertexpointer)
+               *lastvertexpointer = lastvertex;
+}
+
+static void Mod_BuildVBOs(void)
+{
+       if (!gl_support_arb_vertex_buffer_object)
+               return;
+
+       // element buffer is easy because it's just one array
+       if (loadmodel->surfmesh.num_triangles)
+               loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
+
+       // 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 (loadmodel->surfmesh.num_vertices)
+       {
+               size_t size;
+               unsigned char *mem;
+               size = 0;
+               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]);
+               loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+               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]);
+               mem = (unsigned char *)Mem_Alloc(tempmempool, size);
+               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]));
+               if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+               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 = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
+               Mem_Free(mem);
+       }
+}