]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
optimized surface rendering to surface->groupmesh->data_* array pointers directly...
[xonotic/darkplaces.git] / model_shared.c
index 4ece6a32638274b704f3848d68996b66b5077fcd..9e8200fa96e1de07783e9258de1b6dfcecc8058d 100644 (file)
@@ -23,6 +23,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // on the same machine.
 
 #include "quakedef.h"
+#include "image.h"
+#include "r_shadow.h"
+
+cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
 
 model_t *loadmodel;
 
@@ -30,44 +34,111 @@ model_t *loadmodel;
 #define        MAX_MOD_KNOWN   2048
 static model_t mod_known[MAX_MOD_KNOWN];
 
-rtexture_t *r_notexture;
-rtexturepool_t *r_notexturepool;
+rtexturepool_t *mod_shared_texturepool;
+rtexture_t *r_texture_notexture;
+rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
+rtexture_t *mod_shared_distorttexture[64];
 
-texture_t r_surf_notexture;
+void Mod_BuildDetailTextures (void)
+{
+       int i, x, y, light;
+       float vc[3], vx[3], vy[3], vn[3], lightdir[3];
+#define DETAILRESOLUTION 256
+       qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
+       lightdir[0] = 0.5;
+       lightdir[1] = 1;
+       lightdir[2] = -0.25;
+       VectorNormalize(lightdir);
+       for (i = 0;i < NUM_DETAILTEXTURES;i++)
+       {
+               fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
+               for (y = 0;y < DETAILRESOLUTION;y++)
+               {
+                       for (x = 0;x < DETAILRESOLUTION;x++)
+                       {
+                               vc[0] = x;
+                               vc[1] = y;
+                               vc[2] = noise[y][x] * (1.0f / 32.0f);
+                               vx[0] = x + 1;
+                               vx[1] = y;
+                               vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
+                               vy[0] = x;
+                               vy[1] = y + 1;
+                               vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
+                               VectorSubtract(vx, vc, vx);
+                               VectorSubtract(vy, vc, vy);
+                               CrossProduct(vx, vy, vn);
+                               VectorNormalize(vn);
+                               light = 128 - DotProduct(vn, lightdir) * 128;
+                               light = bound(0, light, 255);
+                               data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
+                               data[y][x][3] = 255;
+                       }
+               }
+               mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
+       }
+}
 
-void Mod_SetupNoTexture(void)
+qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
 {
-       int x, y;
-       qbyte pix[16][16][4];
+       int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
+                               ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
+                               ((y2 - y0) * morph) +
+                               (y1));
 
-       // this makes a light grey/dark grey checkerboard texture
-       for (y = 0;y < 16;y++)
+       if (value > 255)
+               value = 255;
+       if (value < 0)
+               value = 0;
+
+       return (qbyte)value;
+}
+
+void Mod_BuildDistortTexture (void)
+{
+       int x, y, i, j;
+#define DISTORTRESOLUTION 32
+       qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
+
+       for (i=0; i<4; i++)
        {
-               for (x = 0;x < 16;x++)
+               for (y=0; y<DISTORTRESOLUTION; y++)
                {
-                       if ((y < 8) ^ (x < 8))
+                       for (x=0; x<DISTORTRESOLUTION; x++)
                        {
-                               pix[y][x][0] = 128;
-                               pix[y][x][1] = 128;
-                               pix[y][x][2] = 128;
-                               pix[y][x][3] = 255;
+                               data[i][y][x][0] = rand () & 255;
+                               data[i][y][x][1] = rand () & 255;
                        }
-                       else
+               }
+       }
+
+
+       for (i=0; i<4; i++)
+       {
+               for (j=0; j<16; j++)
+               {
+                       mod_shared_distorttexture[i*16+j] = NULL;
+                       if (gl_textureshader)
                        {
-                               pix[y][x][0] = 64;
-                               pix[y][x][1] = 64;
-                               pix[y][x][2] = 64;
-                               pix[y][x][3] = 255;
+                               for (y=0; y<DISTORTRESOLUTION; y++)
+                               {
+                                       for (x=0; x<DISTORTRESOLUTION; x++)
+                                       {
+                                               data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
+                                               data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
+                                       }
+                               }
+                               mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
                        }
                }
        }
 
-       r_notexturepool = R_AllocTexturePool();
-       r_notexture = R_LoadTexture(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP);
+       return;
 }
 
-extern void Mod_BrushStartup (void);
-extern void Mod_BrushShutdown (void);
+void Mod_SetupNoTexture(void)
+{
+}
 
 static void mod_start(void)
 {
@@ -75,9 +146,12 @@ static void mod_start(void)
        for (i = 0;i < MAX_MOD_KNOWN;i++)
                if (mod_known[i].name[0])
                        Mod_UnloadModel(&mod_known[i]);
+       Mod_LoadModels();
 
+       mod_shared_texturepool = R_AllocTexturePool();
        Mod_SetupNoTexture();
-       Mod_BrushStartup();
+       Mod_BuildDetailTextures();
+       Mod_BuildDistortTexture();
 }
 
 static void mod_shutdown(void)
@@ -87,12 +161,33 @@ static void mod_shutdown(void)
                if (mod_known[i].name[0])
                        Mod_UnloadModel(&mod_known[i]);
 
-       R_FreeTexturePool(&r_notexturepool);
-       Mod_BrushShutdown();
+       R_FreeTexturePool(&mod_shared_texturepool);
 }
 
 static void mod_newmap(void)
 {
+       msurface_t *surface;
+       int i, surfacenum, ssize, tsize;
+
+       if (!cl_stainmaps_clearonload.integer)
+               return;
+
+       for (i = 0;i < MAX_MOD_KNOWN;i++)
+       {
+               if (mod_known[i].name[0])
+               {
+                       for (surfacenum = 0, surface = mod_known[i].brush.data_surfaces;surfacenum < mod_known[i].brush.num_surfaces;surfacenum++, surface++)
+                       {
+                               if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
+                               {
+                                       ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+                                       tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+                                       memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
+                                       surface->cached_dlight = true;
+                               }
+                       }
+               }
+       }
 }
 
 /*
@@ -100,16 +195,17 @@ static void mod_newmap(void)
 Mod_Init
 ===============
 */
-static void Mod_Print (void);
-static void Mod_Flush (void);
+static void Mod_Print(void);
+static void Mod_Precache (void);
 void Mod_Init (void)
 {
        Mod_BrushInit();
        Mod_AliasInit();
        Mod_SpriteInit();
 
+       Cvar_RegisterVariable(&r_mipskins);
        Cmd_AddCommand ("modellist", Mod_Print);
-       Cmd_AddCommand ("modelflush", Mod_Flush);
+       Cmd_AddCommand ("modelprecache", Mod_Precache);
 }
 
 void Mod_RenderInit(void)
@@ -135,7 +231,7 @@ void Mod_UnloadModel (model_t *mod)
        Mod_FreeModel(mod);
        strcpy(mod->name, name);
        mod->isworldmodel = isworldmodel;
-       mod->needload = true;
+       mod->loaded = false;
 }
 
 /*
@@ -145,9 +241,10 @@ Mod_LoadModel
 Loads a model
 ==================
 */
-static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
-       int crc;
+       int num;
+       unsigned int crc;
        void *buf;
 
        mod->used = true;
@@ -157,83 +254,87 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk,
 
        crc = 0;
        buf = NULL;
-       if (!mod->needload)
+       if (mod->isworldmodel != isworldmodel)
+               mod->loaded = false;
+       if (!mod->loaded || checkdisk)
        {
-               if (checkdisk)
+               if (checkdisk && mod->loaded)
+                       Con_DPrintf("checking model %s\n", mod->name);
+               buf = FS_LoadFile (mod->name, tempmempool, false);
+               if (buf)
                {
-                       buf = COM_LoadFile (mod->name, false);
-                       if (!buf)
-                       {
-                               if (crash)
-                                       Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
-                               return NULL;
-                       }
-
-                       crc = CRC_Block(buf, com_filesize);
-               }
-               else
-                       crc = mod->crc;
-
-               if (mod->crc == crc && mod->isworldmodel == isworldmodel)
-               {
-                       if (buf)
-                               Mem_Free(buf);
-                       return mod; // already loaded
+                       crc = CRC_Block(buf, fs_filesize);
+                       if (mod->crc != crc)
+                               mod->loaded = false;
                }
        }
+       if (mod->loaded)
+               return mod; // already loaded
 
        Con_DPrintf("loading model %s\n", mod->name);
-
-       if (!buf)
-       {
-               buf = COM_LoadFile (mod->name, false);
-               if (!buf)
-               {
-                       if (crash)
-                               Host_Error ("Mod_LoadModel: %s not found", mod->name);
-                       return NULL;
-               }
-               crc = CRC_Block(buf, com_filesize);
-       }
-
-       // allocate a new model
-       loadmodel = mod;
-
        // LordHavoc: unload the existing model in this slot (if there is one)
        Mod_UnloadModel(mod);
+
+       // load the model
        mod->isworldmodel = isworldmodel;
-       mod->needload = false;
        mod->used = true;
        mod->crc = crc;
+       // errors can prevent the corresponding mod->loaded = true;
+       mod->loaded = false;
+
+       // default model radius and bounding box (mainly for missing models)
+       mod->radius = 16;
+       VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
+       VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
+       VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
+       VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
+       VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
+       VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
 
        // all models use memory, so allocate a memory pool
-       mod->mempool = Mem_AllocPool(mod->name);
+       mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
        // all models load textures, so allocate a texture pool
        if (cls.state != ca_dedicated)
                mod->texturepool = R_AllocTexturePool();
 
-       // call the apropriate loader
-            if (!memcmp(buf, "IDPO"    , 4)) Mod_LoadAliasModel  (mod, buf);
-       else if (!memcmp(buf, "IDP2"    , 4)) Mod_LoadQ2AliasModel(mod, buf);
-       else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf);
-       else if (!memcmp(buf, "IDSP"    , 4)) Mod_LoadSpriteModel (mod, buf);
-       else                                  Mod_LoadBrushModel  (mod, buf);
-
-       Mem_Free(buf);
+       if (buf)
+       {
+               num = LittleLong(*((int *)buf));
+               // call the apropriate loader
+               loadmodel = mod;
+                    if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
+               else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
+               else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
+               else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
+               else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
+               else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
+               else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
+               else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
+               else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
+               else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
+               Mem_Free(buf);
+       }
+       else if (crash)
+       {
+               // LordHavoc: Sys_Error was *ANNOYING*
+               Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
+       }
 
+       // no errors occurred
+       mod->loaded = true;
        return mod;
 }
 
-void Mod_CheckLoaded (model_t *mod)
+void Mod_CheckLoaded(model_t *mod)
 {
        if (mod)
        {
-               if (mod->needload)
+               if (!mod->loaded)
                        Mod_LoadModel(mod, true, true, mod->isworldmodel);
                else
                {
-                       if (mod->type == mod_invalid)
-                               Host_Error("Mod_CheckLoaded: invalid model\n");
+                       //if (mod->type == mod_invalid)
+                       //      Host_Error("Mod_CheckLoaded: invalid model\n");
                        mod->used = true;
                        return;
                }
@@ -245,7 +346,7 @@ void Mod_CheckLoaded (model_t *mod)
 Mod_ClearAll
 ===================
 */
-void Mod_ClearAll (void)
+void Mod_ClearAll(void)
 {
 }
 
@@ -270,13 +371,33 @@ void Mod_PurgeUnused(void)
                                Mod_FreeModel(mod);
 }
 
+// only used during loading!
+void Mod_RemoveStaleWorldModels(model_t *skip)
+{
+       int i;
+       for (i = 0;i < MAX_MOD_KNOWN;i++)
+               if (mod_known[i].isworldmodel && skip != &mod_known[i])
+                       Mod_UnloadModel(mod_known + i);
+}
+
+void Mod_LoadModels(void)
+{
+       int i;
+       model_t *mod;
+
+       for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+               if (mod->name[0])
+                       if (mod->used)
+                               Mod_CheckLoaded(mod);
+}
+
 /*
 ==================
 Mod_FindName
 
 ==================
 */
-model_t *Mod_FindName (char *name)
+model_t *Mod_FindName(const char *name)
 {
        int i;
        model_t *mod, *freemod;
@@ -304,7 +425,7 @@ model_t *Mod_FindName (char *name)
        {
                mod = freemod;
                strcpy (mod->name, name);
-               mod->needload = true;
+               mod->loaded = false;
                mod->used = true;
                return mod;
        }
@@ -313,20 +434,6 @@ model_t *Mod_FindName (char *name)
        return NULL;
 }
 
-/*
-==================
-Mod_TouchModel
-
-==================
-*/
-void Mod_TouchModel (char *name)
-{
-       model_t *mod;
-
-       mod = Mod_FindName (name);
-       mod->used = true;
-}
-
 /*
 ==================
 Mod_ForName
@@ -334,9 +441,9 @@ Mod_ForName
 Loads in a model for the given name
 ==================
 */
-model_t *Mod_ForName (char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
-       return Mod_LoadModel (Mod_FindName (name), crash, checkdisk, isworldmodel);
+       return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
 }
 
 qbyte *mod_base;
@@ -349,23 +456,900 @@ qbyte *mod_base;
 Mod_Print
 ================
 */
-static void Mod_Print (void)
+static void Mod_Print(void)
 {
        int             i;
        model_t *mod;
 
-       Con_Print("Loaded models:\n");
+       Con_Print("Loaded models:\n");
        for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
                if (mod->name[0])
-                       Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
+                       Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
 }
 
-static void Mod_Flush (void)
+/*
+================
+Mod_Precache
+================
+*/
+static void Mod_Precache(void)
 {
-       int             i;
+       if (Cmd_Argc() == 2)
+               Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
+       else
+               Con_Print("usage: modelprecache <filename>\n");
+}
 
-       Con_Printf ("Unloading models\n");
-       for (i = 0;i < MAX_MOD_KNOWN;i++)
-               if (mod_known[i].name[0])
-                       Mod_UnloadModel(&mod_known[i]);
+int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
+{
+       int i, count;
+       qbyte *used;
+       used = Mem_Alloc(tempmempool, numvertices);
+       memset(used, 0, numvertices);
+       for (i = 0;i < numelements;i++)
+               used[elements[i]] = 1;
+       for (i = 0, count = 0;i < numvertices;i++)
+               remapvertices[i] = used[i] ? count++ : -1;
+       Mem_Free(used);
+       return count;
+}
+
+#if 1
+// fast way, using an edge hash
+#define TRIANGLEEDGEHASH 16384
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
+{
+       int i, j, p, e1, e2, *n, hashindex, count, match;
+       const int *e;
+       typedef struct edgehashentry_s
+       {
+               struct edgehashentry_s *next;
+               int triangle;
+               int element[2];
+       }
+       edgehashentry_t;
+       edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
+       memset(edgehash, 0, sizeof(edgehash));
+       edgehashentries = edgehashentriesbuffer;
+       // if there are too many triangles for the stack array, allocate larger buffer
+       if (numtriangles > TRIANGLEEDGEHASH)
+               edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
+       // find neighboring triangles
+       for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
+       {
+               for (j = 0, p = 2;j < 3;p = j, j++)
+               {
+                       e1 = e[p];
+                       e2 = e[j];
+                       // this hash index works for both forward and backward edges
+                       hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
+                       hash = edgehashentries + i * 3 + j;
+                       hash->next = edgehash[hashindex];
+                       edgehash[hashindex] = hash;
+                       hash->triangle = i;
+                       hash->element[0] = e1;
+                       hash->element[1] = e2;
+               }
+       }
+       for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
+       {
+               for (j = 0, p = 2;j < 3;p = j, j++)
+               {
+                       e1 = e[p];
+                       e2 = e[j];
+                       // this hash index works for both forward and backward edges
+                       hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
+                       count = 0;
+                       match = -1;
+                       for (hash = edgehash[hashindex];hash;hash = hash->next)
+                       {
+                               if (hash->element[0] == e2 && hash->element[1] == e1)
+                               {
+                                       if (hash->triangle != i)
+                                               match = hash->triangle;
+                                       count++;
+                               }
+                               else if ((hash->element[0] == e1 && hash->element[1] == e2))
+                                       count++;
+                       }
+                       // detect edges shared by three triangles and make them seams
+                       if (count > 2)
+                               match = -1;
+                       n[p] = match;
+               }
+       }
+       // free the allocated buffer
+       if (edgehashentries != edgehashentriesbuffer)
+               Mem_Free(edgehashentries);
+}
+#else
+// very slow but simple way
+static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
+{
+       int i, match, count;
+       count = 0;
+       match = -1;
+       for (i = 0;i < numtriangles;i++, elements += 3)
+       {
+                    if ((elements[0] == start && elements[1] == end)
+                     || (elements[1] == start && elements[2] == end)
+                     || (elements[2] == start && elements[0] == end))
+               {
+                       if (i != ignore)
+                               match = i;
+                       count++;
+               }
+               else if ((elements[1] == start && elements[0] == end)
+                     || (elements[2] == start && elements[1] == end)
+                     || (elements[0] == start && elements[2] == end))
+                       count++;
+       }
+       // detect edges shared by three triangles and make them seams
+       if (count > 2)
+               match = -1;
+       return match;
+}
+
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
+{
+       int i, *n;
+       const int *e;
+       for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
+       {
+               n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
+               n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
+               n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
+       }
+}
+#endif
+
+void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+{
+       int i;
+       for (i = 0;i < numtriangles * 3;i++)
+               if ((unsigned int)elements[i] >= (unsigned int)numverts)
+                       Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
+}
+
+// warning: this is an expensive function!
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
+{
+       int i, tnum;
+       float normal[3], *v;
+       const int *e;
+       // clear the vectors
+       memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+       // process each vertex of each triangle and accumulate the results
+       for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
+       {
+               TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
+               VectorNormalize(normal);
+               v = normal3f + e[0] * 3;
+               v[0] += normal[0];
+               v[1] += normal[1];
+               v[2] += normal[2];
+               v = normal3f + e[1] * 3;
+               v[0] += normal[0];
+               v[1] += normal[1];
+               v[2] += normal[2];
+               v = normal3f + e[2] * 3;
+               v[0] += normal[0];
+               v[1] += normal[1];
+               v[2] += normal[2];
+       }
+       // now we could divide the vectors by the number of averaged values on
+       // each vertex...  but instead normalize them
+       for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
+               VectorNormalize(v);
+}
+
+void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
+{
+       float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
+       // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
+       // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
+
+       // 6 multiply, 9 subtract
+       VectorSubtract(v1, v0, v10);
+       VectorSubtract(v2, v0, v20);
+       normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
+       normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
+       normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
+       // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
+       VectorNormalize(normal3f);
+       // 12 multiply, 10 subtract
+       tc10[1] = tc1[1] - tc0[1];
+       tc20[1] = tc2[1] - tc0[1];
+       svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
+       svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
+       svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
+       tc10[0] = tc1[0] - tc0[0];
+       tc20[0] = tc2[0] - tc0[0];
+       tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
+       tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
+       tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
+       // 12 multiply, 4 add, 6 subtract
+       f = DotProduct(svector3f, normal3f);
+       svector3f[0] -= f * normal3f[0];
+       svector3f[1] -= f * normal3f[1];
+       svector3f[2] -= f * normal3f[2];
+       f = DotProduct(tvector3f, normal3f);
+       tvector3f[0] -= f * normal3f[0];
+       tvector3f[1] -= f * normal3f[1];
+       tvector3f[2] -= f * normal3f[2];
+       // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
+       VectorNormalize(svector3f);
+       VectorNormalize(tvector3f);
+       // if texture is mapped the wrong way (counterclockwise), the tangents
+       // have to be flipped, this is detected by calculating a normal from the
+       // two tangents, and seeing if it is opposite the surface normal
+       // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
+       CrossProduct(tvector3f, svector3f, tangentcross);
+       if (DotProduct(tangentcross, normal3f) < 0)
+       {
+               VectorNegate(svector3f, svector3f);
+               VectorNegate(tvector3f, tvector3f);
+       }
+}
+
+// warning: this is a very expensive function!
+void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
+{
+       int i, tnum;
+       float sdir[3], tdir[3], normal[3], *v;
+       const int *e;
+       // clear the vectors
+       if (svector3f)
+               memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+       if (tvector3f)
+               memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+       if (normal3f)
+               memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+       // process each vertex of each triangle and accumulate the results
+       for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
+       {
+               Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
+               if (svector3f)
+               {
+                       for (i = 0;i < 3;i++)
+                       {
+                               svector3f[e[i]*3  ] += sdir[0];
+                               svector3f[e[i]*3+1] += sdir[1];
+                               svector3f[e[i]*3+2] += sdir[2];
+                       }
+               }
+               if (tvector3f)
+               {
+                       for (i = 0;i < 3;i++)
+                       {
+                               tvector3f[e[i]*3  ] += tdir[0];
+                               tvector3f[e[i]*3+1] += tdir[1];
+                               tvector3f[e[i]*3+2] += tdir[2];
+                       }
+               }
+               if (normal3f)
+               {
+                       for (i = 0;i < 3;i++)
+                       {
+                               normal3f[e[i]*3  ] += normal[0];
+                               normal3f[e[i]*3+1] += normal[1];
+                               normal3f[e[i]*3+2] += normal[2];
+                       }
+               }
+       }
+       // now we could divide the vectors by the number of averaged values on
+       // each vertex...  but instead normalize them
+       // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+       if (svector3f)
+               for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
+                       VectorNormalize(v);
+       // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+       if (tvector3f)
+               for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
+                       VectorNormalize(v);
+       // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+       if (normal3f)
+               for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
+                       VectorNormalize(v);
+}
+
+surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
+{
+       surfmesh_t *mesh;
+       qbyte *data;
+       mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
+       mesh->num_vertices = numvertices;
+       mesh->num_triangles = numtriangles;
+       data = (qbyte *)(mesh + 1);
+       if (mesh->num_vertices)
+       {
+               mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+               mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+               mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+               mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+               mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+               mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+               if (detailtexcoords)
+                       mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+               if (vertexcolors)
+                       mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
+               if (lightmapoffsets)
+                       mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
+       }
+       if (mesh->num_triangles)
+       {
+               mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+               mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+               if (neighbors)
+                       mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+       }
+       return mesh;
+}
+
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
+{
+       shadowmesh_t *newmesh;
+       qbyte *data;
+       int size;
+       size = sizeof(shadowmesh_t);
+       size += maxverts * sizeof(float[3]);
+       if (light)
+               size += maxverts * sizeof(float[11]);
+       size += maxtriangles * sizeof(int[3]);
+       if (neighbors)
+               size += maxtriangles * sizeof(int[3]);
+       if (expandable)
+               size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
+       data = Mem_Alloc(mempool, size);
+       newmesh = (void *)data;data += sizeof(*newmesh);
+       newmesh->map_diffuse = map_diffuse;
+       newmesh->map_specular = map_specular;
+       newmesh->map_normal = map_normal;
+       newmesh->maxverts = maxverts;
+       newmesh->maxtriangles = maxtriangles;
+       newmesh->numverts = 0;
+       newmesh->numtriangles = 0;
+
+       newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
+       if (light)
+       {
+               newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
+               newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
+               newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
+               newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
+       }
+       newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
+       if (neighbors)
+       {
+               newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
+       }
+       if (expandable)
+       {
+               newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
+               newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
+       }
+       return newmesh;
+}
+
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
+{
+       shadowmesh_t *newmesh;
+       newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
+       newmesh->numverts = oldmesh->numverts;
+       newmesh->numtriangles = oldmesh->numtriangles;
+
+       memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
+       if (newmesh->svector3f && oldmesh->svector3f)
+       {
+               memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
+               memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
+               memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
+               memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
+       }
+       memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
+       if (newmesh->neighbor3i && oldmesh->neighbor3i)
+               memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
+       return newmesh;
+}
+
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *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;
+       for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
+       {
+               vnum = (hash - mesh->vertexhashentries);
+               if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
+                && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
+                && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
+                && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
+                && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
+                       return hash - mesh->vertexhashentries;
+       }
+       vnum = mesh->numverts++;
+       hash = mesh->vertexhashentries + vnum;
+       hash->next = mesh->vertexhashtable[hashindex];
+       mesh->vertexhashtable[hashindex] = hash;
+       if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
+       if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
+       if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
+       if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
+       if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
+       return vnum;
+}
+
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
+{
+       if (mesh->numtriangles == 0)
+       {
+               // set the properties on this empty mesh to be more favorable...
+               // (note: this case only occurs for the first triangle added to a new mesh chain)
+               mesh->map_diffuse = map_diffuse;
+               mesh->map_specular = map_specular;
+               mesh->map_normal = map_normal;
+       }
+       while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
+       {
+               if (mesh->next == NULL)
+                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
+               mesh = mesh->next;
+       }
+       mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
+       mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
+       mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
+       mesh->numtriangles++;
+}
+
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
+{
+       int i, j, e;
+       float vbuf[3*14], *v;
+       memset(vbuf, 0, sizeof(vbuf));
+       for (i = 0;i < numtris;i++)
+       {
+               for (j = 0, v = vbuf;j < 3;j++, v += 14)
+               {
+                       e = *element3i++;
+                       if (vertex3f)
+                       {
+                               v[0] = vertex3f[e * 3 + 0];
+                               v[1] = vertex3f[e * 3 + 1];
+                               v[2] = vertex3f[e * 3 + 2];
+                       }
+                       if (svector3f)
+                       {
+                               v[3] = svector3f[e * 3 + 0];
+                               v[4] = svector3f[e * 3 + 1];
+                               v[5] = svector3f[e * 3 + 2];
+                       }
+                       if (tvector3f)
+                       {
+                               v[6] = tvector3f[e * 3 + 0];
+                               v[7] = tvector3f[e * 3 + 1];
+                               v[8] = tvector3f[e * 3 + 2];
+                       }
+                       if (normal3f)
+                       {
+                               v[9] = normal3f[e * 3 + 0];
+                               v[10] = normal3f[e * 3 + 1];
+                               v[11] = normal3f[e * 3 + 2];
+                       }
+                       if (texcoord2f)
+                       {
+                               v[12] = texcoord2f[e * 2 + 0];
+                               v[13] = texcoord2f[e * 2 + 1];
+                       }
+               }
+               Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
+       }
+}
+
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
+{
+       return Mod_ShadowMesh_Alloc(mempool, 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)
+{
+       shadowmesh_t *mesh, *newmesh, *nextmesh;
+       // reallocate meshs to conserve space
+       for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
+       {
+               nextmesh = mesh->next;
+               if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
+               {
+                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
+                       newmesh->next = firstmesh;
+                       firstmesh = newmesh;
+               }
+               Mem_Free(mesh);
+       }
+       return firstmesh;
+}
+
+void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
+{
+       int i;
+       shadowmesh_t *mesh;
+       vec3_t nmins, nmaxs, ncenter, temp;
+       float nradius2, dist2, *v;
+       // calculate bbox
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       {
+               if (mesh == firstmesh)
+               {
+                       VectorCopy(mesh->vertex3f, nmins);
+                       VectorCopy(mesh->vertex3f, nmaxs);
+               }
+               for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
+               {
+                       if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
+                       if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
+                       if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
+               }
+       }
+       // calculate center and radius
+       ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
+       ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
+       ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
+       nradius2 = 0;
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       {
+               for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
+               {
+                       VectorSubtract(v, ncenter, temp);
+                       dist2 = DotProduct(temp, temp);
+                       if (nradius2 < dist2)
+                               nradius2 = dist2;
+               }
+       }
+       // return data
+       if (mins)
+               VectorCopy(nmins, mins);
+       if (maxs)
+               VectorCopy(nmaxs, maxs);
+       if (center)
+               VectorCopy(ncenter, center);
+       if (radius)
+               *radius = sqrt(nradius2);
+}
+
+void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
+{
+       shadowmesh_t *nextmesh;
+       for (;mesh;mesh = nextmesh)
+       {
+               nextmesh = mesh->next;
+               Mem_Free(mesh);
+       }
+}
+
+static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
+{
+       int i;
+       for (i = 0;i < width*height;i++)
+               if (((qbyte *)&palette[in[i]])[3] > 0)
+                       return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+       return NULL;
+}
+
+static int detailtexturecycle = 0;
+int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
+{
+       imageskin_t s;
+       memset(skinframe, 0, sizeof(*skinframe));
+       if (!image_loadskin(&s, basename))
+               return false;
+       if (usedetailtexture)
+               skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+       skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
+       if (s.nmappixels != NULL)
+               skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.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);
+       }
+       image_freeskin(&s);
+       return true;
+}
+
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
+{
+       qbyte *temp1, *temp2;
+       memset(skinframe, 0, sizeof(*skinframe));
+       if (!skindata)
+               return false;
+       if (usedetailtexture)
+               skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+       if (r_shadow_bumpscale_basetexture.value > 0)
+       {
+               temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
+               temp2 = temp1 + width * height * 4;
+               Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
+               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, NULL);
+               Mem_Free(temp1);
+       }
+       if (loadglowtexture)
+       {
+               skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
+               skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
+               if (loadpantsandshirt)
+               {
+                       skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
+                       skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
+                       if (skinframe->pants || skinframe->shirt)
+                               skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
+               }
+       }
+       else
+       {
+               skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
+               if (loadpantsandshirt)
+               {
+                       skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
+                       skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
+                       if (skinframe->pants || skinframe->shirt)
+                               skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
+               }
+       }
+       return true;
+}
+
+void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+{
+       float v[3], tc[3];
+       v[0] = ix;
+       v[1] = iy;
+       if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
+               v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
+       else
+               v[2] = 0;
+       Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
+       Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
+       texcoord2f[0] = tc[0];
+       texcoord2f[1] = tc[1];
+}
+
+void Mod_GetTerrainVertexFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+{
+       float vup[3], vdown[3], vleft[3], vright[3];
+       float tcup[3], tcdown[3], tcleft[3], tcright[3];
+       float sv[3], tv[3], nl[3];
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
+       Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
+       VectorAdd(svector3f, sv, svector3f);
+       VectorAdd(tvector3f, tv, tvector3f);
+       VectorAdd(normal3f, nl, normal3f);
+       Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
+       VectorAdd(svector3f, sv, svector3f);
+       VectorAdd(tvector3f, tv, tvector3f);
+       VectorAdd(normal3f, nl, normal3f);
+       Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
+       VectorAdd(svector3f, sv, svector3f);
+       VectorAdd(tvector3f, tv, tvector3f);
+       VectorAdd(normal3f, nl, normal3f);
+}
+
+void Mod_ConstructTerrainPatchFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+{
+       int x, y, ix, iy, *e;
+       e = element3i;
+       for (y = 0;y < height;y++)
+       {
+               for (x = 0;x < width;x++)
+               {
+                       e[0] = (y + 1) * (width + 1) + (x + 0);
+                       e[1] = (y + 0) * (width + 1) + (x + 0);
+                       e[2] = (y + 1) * (width + 1) + (x + 1);
+                       e[3] = (y + 0) * (width + 1) + (x + 0);
+                       e[4] = (y + 0) * (width + 1) + (x + 1);
+                       e[5] = (y + 1) * (width + 1) + (x + 1);
+                       e += 6;
+               }
+       }
+       Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
+       for (y = 0, iy = y1;y < height + 1;y++, iy++)
+               for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
+                       Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
 }
+
+skinfile_t *Mod_LoadSkinFiles(void)
+{
+       int i, words, numtags, line, tagsetsused = false, wordsoverflow;
+       char *text;
+       const char *data;
+       skinfile_t *skinfile = NULL, *first = NULL;
+       skinfileitem_t *skinfileitem;
+       char word[10][MAX_QPATH];
+       overridetagnameset_t tagsets[MAX_SKINS];
+       overridetagname_t tags[256];
+
+/*
+sample file:
+U_bodyBox,models/players/Legoman/BikerA2.tga
+U_RArm,models/players/Legoman/BikerA1.tga
+U_LArm,models/players/Legoman/BikerA1.tga
+U_armor,common/nodraw
+U_sword,common/nodraw
+U_shield,common/nodraw
+U_homb,common/nodraw
+U_backpack,common/nodraw
+U_colcha,common/nodraw
+tag_head,
+tag_weapon,
+tag_torso,
+*/
+       memset(tagsets, 0, sizeof(tagsets));
+       memset(word, 0, sizeof(word));
+       for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
+       {
+               numtags = 0;
+
+               // If it's the first file we parse
+               if (skinfile == NULL)
+               {
+                       skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
+                       first = skinfile;
+               }
+               else
+               {
+                       skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
+                       skinfile = skinfile->next;
+               }
+               skinfile->next = NULL;
+
+               for(line = 0;;line++)
+               {
+                       // parse line
+                       if (!COM_ParseToken(&data, true))
+                               break;
+                       if (!strcmp(com_token, "\n"))
+                               continue;
+                       words = 0;
+                       wordsoverflow = false;
+                       do
+                       {
+                               if (words < 10)
+                                       strlcpy(word[words++], com_token, sizeof (word[0]));
+                               else
+                                       wordsoverflow = true;
+                       }
+                       while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
+                       if (wordsoverflow)
+                       {
+                               Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
+                               continue;
+                       }
+                       // words is always >= 1
+                       if (!strcmp(word[0], "replace"))
+                       {
+                               if (words == 3)
+                               {
+                                       Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+                                       skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+                                       skinfileitem->next = skinfile->items;
+                                       skinfile->items = skinfileitem;
+                                       strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
+                                       strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
+                               }
+                               else
+                                       Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
+                       }
+                       else if (words == 2 && !strcmp(word[1], ","))
+                       {
+                               // tag name, like "tag_weapon,"
+                               Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
+                               memset(tags + numtags, 0, sizeof(tags[numtags]));
+                               strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
+                               numtags++;
+                       }
+                       else if (words == 3 && !strcmp(word[1], ","))
+                       {
+                               // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
+                               Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+                               skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+                               skinfileitem->next = skinfile->items;
+                               skinfile->items = skinfileitem;
+                               strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
+                               strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
+                       }
+                       else
+                               Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
+               }
+               Mem_Free(text);
+
+               if (numtags)
+               {
+                       overridetagnameset_t *t;
+                       t = tagsets + i;
+                       t->num_overridetagnames = numtags;
+                       t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
+                       memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
+                       tagsetsused = true;
+               }
+       }
+       if (tagsetsused)
+       {
+               loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
+               memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
+       }
+       if (i)
+               loadmodel->numskins = i;
+       return first;
+}
+
+void Mod_FreeSkinFiles(skinfile_t *skinfile)
+{
+       skinfile_t *next;
+       skinfileitem_t *skinfileitem, *nextitem;
+       for (;skinfile;skinfile = next)
+       {
+               next = skinfile->next;
+               for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
+               {
+                       nextitem = skinfileitem->next;
+                       Mem_Free(skinfileitem);
+               }
+               Mem_Free(skinfile);
+       }
+}
+
+int Mod_CountSkinFiles(skinfile_t *skinfile)
+{
+       int i;
+       for (i = 0;skinfile;skinfile = skinfile->next, i++);
+       return i;
+}
+
+void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
+{
+       int i;
+       double isnap = 1.0 / snap;
+       for (i = 0;i < numvertices*numcomponents;i++)
+               vertices[i] = floor(vertices[i]*isnap)*snap;
+}
+
+int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
+{
+       int i, outtriangles;
+       float d, edgedir[3], temp[3];
+       // a degenerate triangle is one with no width (thickness, surface area)
+       // these are characterized by having all 3 points colinear (along a line)
+       // or having two points identical
+       for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
+       {
+               // calculate first edge
+               VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
+               if (VectorLength2(edgedir) < 0.0001f)
+                       continue; // degenerate first edge (no length)
+               VectorNormalize(edgedir);
+               // check if third point is on the edge (colinear)
+               d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
+               VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
+               if (VectorLength2(temp) < 0.0001f)
+                       continue; // third point colinear with first edge
+               // valid triangle (no colinear points, no duplicate points)
+               VectorCopy(inelement3i, outelement3i);
+               outelement3i += 3;
+               outtriangles++;
+       }
+       return outtriangles;
+}
+