]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
patch from div0 that enables printf format warnings in gcc
[xonotic/darkplaces.git] / model_shared.c
index 4b4ea56ec81550a613068966b7f2d3f6dded80c1..a613449eb92d80caf06203a777c32b61a91c0e5a 100644 (file)
@@ -26,169 +26,68 @@ 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"};
+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"};
 
 model_t *loadmodel;
 
-// LordHavoc: increased from 512 to 2048
-#define        MAX_MOD_KNOWN   2048
+#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
 
-rtexturepool_t *mod_shared_texturepool;
-rtexture_t *r_notexture;
-rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
-rtexture_t *mod_shared_distorttexture[64];
-
-void Mod_BuildDetailTextures (void)
+static void mod_start(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);
-       }
+       int i;
+       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, false, mod->isworldmodel);
 }
 
-qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
+static void mod_shutdown(void)
 {
-       int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
-                               ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
-                               ((y2 - y0) * morph) +
-                               (y1));
-
-       if (value > 255)
-               value = 255;
-       if (value < 0)
-               value = 0;
+       int i;
+       model_t *mod;
 
-       return (qbyte)value;
+       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+               if (mod->loaded || mod->mempool)
+                       Mod_UnloadModel(mod);
 }
 
-void Mod_BuildDistortTexture (void)
+static void mod_newmap(void)
 {
-       int x, y, i, j;
-#define DISTORTRESOLUTION 32
-       qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
+       msurface_t *surface;
+       int i, surfacenum, ssize, tsize;
 
-       for (i=0; i<4; i++)
-       {
-               for (y=0; y<DISTORTRESOLUTION; y++)
-               {
-                       for (x=0; x<DISTORTRESOLUTION; x++)
-                       {
-                               data[i][y][x][0] = rand () & 255;
-                               data[i][y][x][1] = rand () & 255;
-                       }
-               }
-       }
+       if (!cl_stainmaps_clearonload.integer)
+               return;
 
-       for (i=0; i<4; i++)
+       for (i = 0;i < mod_numknown;i++)
        {
-               for (j=0; j<16; j++)
+               if (mod_known[i].mempool && mod_known[i].data_surfaces)
                {
-                       for (y=0; y<DISTORTRESOLUTION; y++)
+                       for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
                        {
-                               for (x=0; x<DISTORTRESOLUTION; x++)
+                               if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
                                {
-                                       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);
+                                       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;
                                }
                        }
-                       mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
                }
        }
-
-       return;
-}
-
-texture_t r_surf_notexture;
-
-void Mod_SetupNoTexture(void)
-{
-       int x, y;
-       qbyte pix[16][16][4];
-
-       // this makes a light grey/dark grey checkerboard texture
-       for (y = 0;y < 16;y++)
-       {
-               for (x = 0;x < 16;x++)
-               {
-                       if ((y < 8) ^ (x < 8))
-                       {
-                               pix[y][x][0] = 128;
-                               pix[y][x][1] = 128;
-                               pix[y][x][2] = 128;
-                               pix[y][x][3] = 255;
-                       }
-                       else
-                       {
-                               pix[y][x][0] = 64;
-                               pix[y][x][1] = 64;
-                               pix[y][x][2] = 64;
-                               pix[y][x][3] = 255;
-                       }
-               }
-       }
-
-       r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
-}
-
-static void mod_start(void)
-{
-       int i;
-       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_BuildDetailTextures();
-       Mod_BuildDistortTexture();
-}
-
-static void mod_shutdown(void)
-{
-       int i;
-       for (i = 0;i < MAX_MOD_KNOWN;i++)
-               if (mod_known[i].name[0])
-                       Mod_UnloadModel(&mod_known[i]);
-
-       R_FreeTexturePool(&mod_shared_texturepool);
-}
-
-static void mod_newmap(void)
-{
 }
 
 /*
@@ -196,7 +95,7 @@ static void mod_newmap(void)
 Mod_Init
 ===============
 */
-static void Mod_Print (void);
+static void Mod_Print(void);
 static void Mod_Precache (void);
 void Mod_Init (void)
 {
@@ -205,8 +104,8 @@ void Mod_Init (void)
        Mod_SpriteInit();
 
        Cvar_RegisterVariable(&r_mipskins);
-       Cmd_AddCommand ("modellist", Mod_Print);
-       Cmd_AddCommand ("modelprecache", Mod_Precache);
+       Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
+       Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
 }
 
 void Mod_RenderInit(void)
@@ -214,25 +113,24 @@ void Mod_RenderInit(void)
        R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
 }
 
-void Mod_FreeModel (model_t *mod)
-{
-       R_FreeTexturePool(&mod->texturepool);
-       Mem_FreePool(&mod->mempool);
-
-       // clear the struct to make it available
-       memset(mod, 0, sizeof(model_t));
-}
-
 void Mod_UnloadModel (model_t *mod)
 {
        char name[MAX_QPATH];
        qboolean isworldmodel;
-       strcpy(name, mod->name);
+       qboolean used;
+       strlcpy(name, mod->name, sizeof(name));
        isworldmodel = mod->isworldmodel;
-       Mod_FreeModel(mod);
-       strcpy(mod->name, name);
+       used = mod->used;
+       // free textures/memory attached to the model
+       R_FreeTexturePool(&mod->texturepool);
+       Mem_FreePool(&mod->mempool);
+       // clear the struct to make it available
+       memset(mod, 0, sizeof(model_t));
+       // restore the fields we want to preserve
+       strlcpy(mod->name, name, sizeof(mod->name));
        mod->isworldmodel = isworldmodel;
-       mod->needload = true;
+       mod->used = used;
+       mod->loaded = false;
 }
 
 /*
@@ -242,11 +140,12 @@ Mod_LoadModel
 Loads a model
 ==================
 */
-static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
        int num;
        unsigned int crc;
        void *buf;
+       fs_offset_t filesize;
 
        mod->used = true;
 
@@ -255,114 +154,97 @@ 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)
-               {
-                       buf = FS_LoadFile (mod->name, false);
-                       if (!buf)
-                       {
-                               if (crash)
-                                       Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
-                               return NULL;
-                       }
-
-                       crc = CRC_Block(buf, fs_filesize);
-               }
-               else
-                       crc = mod->crc;
-
-               if (mod->crc == crc && mod->isworldmodel == isworldmodel)
+               if (checkdisk && mod->loaded)
+                       Con_DPrintf("checking model %s\n", mod->name);
+               buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
+               if (buf)
                {
-                       if (buf)
-                               Mem_Free(buf);
-                       return mod; // already loaded
+                       crc = CRC_Block((unsigned char *)buf, filesize);
+                       if (mod->crc != crc)
+                               mod->loaded = false;
                }
        }
-
-       Con_DPrintf("loading model %s\n", mod->name);
-
-       if (!buf)
+       if (mod->loaded)
        {
-               buf = FS_LoadFile (mod->name, false);
-               if (!buf)
-               {
-                       if (crash)
-                               Host_Error ("Mod_LoadModel: %s not found", mod->name);
-                       return NULL;
-               }
-               crc = CRC_Block(buf, fs_filesize);
+               // already loaded
+               if (buf)
+                       Mem_Free(buf);
+               return mod;
        }
 
-       // allocate a new model
-       loadmodel = mod;
-
+       Con_DPrintf("loading model %s\n", mod->name);
        // LordHavoc: unload the existing model in this slot (if there is one)
-       Mod_UnloadModel(mod);
+       if (mod->loaded || mod->mempool)
+               Mod_UnloadModel(mod);
+
+       // load the model
        mod->isworldmodel = isworldmodel;
        mod->used = true;
        mod->crc = crc;
-       // errors can prevent the corresponding mod->needload = false;
-       mod->needload = true;
-
-       // all models use memory, so allocate a memory pool
-       mod->mempool = Mem_AllocPool(mod->name);
-       // all models load textures, so allocate a texture pool
-       if (cls.state != ca_dedicated)
-               mod->texturepool = R_AllocTexturePool();
-
-       // call the apropriate loader
-       num = LittleLong(*((int *)buf));
-            if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
-       else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
-       else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
-       else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
-       else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
-       else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
-       else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
-       else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
-       else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
-
-       Mem_Free(buf);
-
-       // no errors occurred
-       mod->needload = false;
-       return mod;
-}
-
-void Mod_CheckLoaded(model_t *mod)
-{
-       if (mod)
+       // 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);
+
+       if (buf)
        {
-               if (mod->needload)
-                       Mod_LoadModel(mod, true, true, mod->isworldmodel);
-               else
-               {
-                       if (mod->type == mod_invalid)
-                               Host_Error("Mod_CheckLoaded: invalid model\n");
-                       mod->used = true;
-                       return;
-               }
+               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
+               loadmodel = mod;
+                    if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
+               else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
+               else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
+               else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
+               else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
+               else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
+               else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
+               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);
+               // no fatal errors occurred, so this model is ready to use.
+               mod->loaded = true;
        }
-}
-
-/*
-===================
-Mod_ClearAll
-===================
-*/
-void Mod_ClearAll(void)
-{
+       else if (crash)
+       {
+               // LordHavoc: Sys_Error was *ANNOYING*
+               Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
+       }
+       return mod;
 }
 
 void Mod_ClearUsed(void)
 {
+#if 0
        int i;
        model_t *mod;
 
-       for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
                if (mod->name[0])
                        mod->used = false;
+#endif
 }
 
 void Mod_PurgeUnused(void)
@@ -370,21 +252,27 @@ void Mod_PurgeUnused(void)
        int i;
        model_t *mod;
 
-       for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
                if (mod->name[0])
                        if (!mod->used)
-                               Mod_FreeModel(mod);
+                               Mod_UnloadModel(mod);
 }
 
-void Mod_LoadModels(void)
+// only used during loading!
+void Mod_RemoveStaleWorldModels(model_t *skip)
 {
        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);
+       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
+       {
+               if (mod->isworldmodel && mod->loaded && skip != mod)
+               {
+                       Mod_UnloadModel(mod);
+                       mod->isworldmodel = false;
+                       mod->used = false;
+               }
+       }
 }
 
 /*
@@ -396,67 +284,86 @@ Mod_FindName
 model_t *Mod_FindName(const char *name)
 {
        int i;
-       model_t *mod, *freemod;
+       model_t *mod;
 
        if (!name[0])
                Host_Error ("Mod_ForName: NULL name");
 
 // search the currently loaded models
-       freemod = NULL;
-       for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+       for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
        {
-               if (mod->name[0])
+               if (mod->name[0] && !strcmp(mod->name, name))
                {
-                       if (!strcmp (mod->name, name))
-                       {
-                               mod->used = true;
-                               return mod;
-                       }
+                       mod->used = true;
+                       return mod;
                }
-               else if (freemod == NULL)
-                       freemod = mod;
        }
 
-       if (freemod)
+       // 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)
        {
-               mod = freemod;
-               strcpy (mod->name, name);
-               mod->needload = true;
-               mod->used = true;
-               return mod;
+#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
        }
-
-       Host_Error ("Mod_FindName: ran out of models\n");
-       return NULL;
+       if (mod_numknown == i)
+               mod_numknown++;
+       mod = mod_known + i;
+       strlcpy (mod->name, name, sizeof(mod->name));
+       mod->loaded = false;
+       mod->used = true;
+       return mod;
 }
 
 /*
 ==================
-Mod_TouchModel
+Mod_ForName
 
+Loads in a model for the given name
 ==================
 */
-void Mod_TouchModel(const char *name)
+model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
-       model_t *mod;
-
-       mod = Mod_FindName(name);
-       mod->used = true;
+       model_t *model;
+       model = Mod_FindName(name);
+       if (model->name[0] != '*' && (!model->loaded || checkdisk))
+               Mod_LoadModel(model, crash, checkdisk, isworldmodel);
+       return model;
 }
 
 /*
 ==================
-Mod_ForName
+Mod_Reload
 
-Loads in a model for the given name
+Reloads all models if they have changed
 ==================
 */
-model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+void Mod_Reload()
 {
-       return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
+       int i;
+       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);
 }
 
-qbyte *mod_base;
+unsigned char *mod_base;
 
 
 //=============================================================================
@@ -471,10 +378,10 @@ static void Mod_Print(void)
        int             i;
        model_t *mod;
 
-       Con_Print("Loaded models:\n");
-       for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
+       Con_Print("Loaded models:\n");
+       for (i = 0, mod = mod_known;i < mod_numknown;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 ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
 }
 
 /*
@@ -487,10 +394,94 @@ static void Mod_Precache(void)
        if (Cmd_Argc() == 2)
                Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
        else
-               Con_Printf("usage: modelprecache <filename>\n");
+               Con_Print("usage: modelprecache <filename>\n");
+}
+
+int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
+{
+       int i, count;
+       unsigned char *used;
+       used = (unsigned char *)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;
 }
 
-int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
+#if 1
+// fast way, using an edge hash
+#define TRIANGLEEDGEHASH 8192
+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 = (edgehashentry_t *)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;
@@ -527,205 +518,385 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria
                n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
        }
 }
+#endif
 
-void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
 {
-       int i;
+       int i, warned = false, endvertex = firstvertex + numverts;
        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);
+       {
+               if (elements[i] < firstvertex || elements[i] >= endvertex)
+               {
+                       if (!warned)
+                       {
+                               warned = true;
+                               Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
+                       }
+                       elements[i] = firstvertex;
+               }
+       }
+}
+
+// warning: this is an expensive function!
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
+{
+       int i, j;
+       const int *element;
+       float *vectorNormal;
+       float areaNormal[3];
+       // clear the vectors
+       memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+       // process each vertex of each triangle and accumulate the results
+       // use area-averaging, to make triangles with a big area have a bigger
+       // weighting on the vertex normal than triangles with a small area
+       // to do so, just add the 'normals' together (the bigger the area
+       // the greater the length of the normal is
+       element = elements;
+       for (i = 0; i < numtriangles; i++, element += 3)
+       {
+               TriangleNormal(
+                       vertex3f + element[0] * 3,
+                       vertex3f + element[1] * 3,
+                       vertex3f + element[2] * 3,
+                       areaNormal
+                       );
+
+               if (!areaweighting)
+                       VectorNormalize(areaNormal);
+
+               for (j = 0;j < 3;j++)
+               {
+                       vectorNormal = normal3f + element[j] * 3;
+                       vectorNormal[0] += areaNormal[0];
+                       vectorNormal[1] += areaNormal[1];
+                       vectorNormal[2] += areaNormal[2];
+               }
+       }
+       // and just normalize the accumulated vertex normal in the end
+       vectorNormal = normal3f + 3 * firstvertex;
+       for (i = 0; i < numvertices; i++, vectorNormal += 3)
+               VectorNormalize(vectorNormal);
 }
 
 void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
 {
-       float f;
-       normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
-       normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
-       normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
-       VectorNormalize(normal3f);
-       tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
-       tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
-       tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
-       f = -DotProduct(tvector3f, normal3f);
-       VectorMA(tvector3f, f, normal3f, tvector3f);
-       VectorNormalize(tvector3f);
-       CrossProduct(normal3f, tvector3f, svector3f);
+       float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
+       // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
+       // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
+
+       // 6 multiply, 9 subtract
+       VectorSubtract(v1, v0, v10);
+       VectorSubtract(v2, v0, v20);
+       normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
+       normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
+       normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
+       // 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];
+       // 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 an expensive function!
-void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
+// warning: this is a very expensive function!
+void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
 {
        int i, tnum;
-       float sdir[3], tdir[3], normal[3], *v;
+       float sdir[3], tdir[3], normal[3], *sv, *tv;
+       const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
+       float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
        const int *e;
        // clear the vectors
-       if (svector3f)
-               memset(svector3f, 0, numverts * sizeof(float[3]));
-       if (tvector3f)
-               memset(tvector3f, 0, numverts * sizeof(float[3]));
-       if (normal3f)
-               memset(normal3f, 0, numverts * sizeof(float[3]));
+       memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+       memset(tvector3f + 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)
+               v0 = vertex3f + e[0] * 3;
+               v1 = vertex3f + e[1] * 3;
+               v2 = vertex3f + e[2] * 3;
+               tc0 = texcoord2f + e[0] * 2;
+               tc1 = texcoord2f + e[1] * 2;
+               tc2 = texcoord2f + e[2] * 2;
+
+               // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
+               // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
+
+               // calculate the edge directions and surface normal
+               // 6 multiply, 9 subtract
+               VectorSubtract(v1, v0, v10);
+               VectorSubtract(v2, v0, v20);
+               normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
+               normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
+               normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
+
+               // calculate the tangents
+               // 12 multiply, 10 subtract
+               tc10[1] = tc1[1] - tc0[1];
+               tc20[1] = tc2[1] - tc0[1];
+               sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
+               sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
+               sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
+               tc10[0] = tc1[0] - tc0[0];
+               tc20[0] = tc2[0] - tc0[0];
+               tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
+               tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
+               tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
+
+               // 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(tdir, sdir, tangentcross);
+               if (DotProduct(tangentcross, normal) < 0)
                {
-                       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];
-                       }
+                       VectorNegate(sdir, sdir);
+                       VectorNegate(tdir, tdir);
                }
-               if (tvector3f)
+
+               if (!areaweighting)
                {
-                       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];
-                       }
+                       VectorNormalize(sdir);
+                       VectorNormalize(tdir);
                }
-               if (normal3f)
+               for (i = 0;i < 3;i++)
                {
-                       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];
-                       }
+                       VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
+                       VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
                }
        }
-       // 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;i < numverts;i++, v += 3)
-                       VectorNormalize(v);
-       // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
-       if (tvector3f)
-               for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
-                       VectorNormalize(v);
-       // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
-       if (normal3f)
-               for (i = 0, v = normal3f;i < numverts;i++, v += 3)
-                       VectorNormalize(v);
+       // make the tangents completely perpendicular to the surface normal, and
+       // then normalize them
+       // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
+       for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
+       {
+               f = -DotProduct(sv, n);
+               VectorMA(sv, f, n, sv);
+               VectorNormalize(sv);
+               f = -DotProduct(tv, n);
+               VectorMA(tv, f, n, tv);
+               VectorNormalize(tv);
+       }
 }
 
-shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
 {
-       shadowmesh_t *mesh;
-       mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
-       mesh->maxverts = maxverts;
-       mesh->maxtriangles = maxverts;
-       mesh->numverts = 0;
-       mesh->numtriangles = 0;
-       mesh->vertex3f = (float *)(mesh + 1);
-       mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
-       mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
-       mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
-       mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
-       return mesh;
+       unsigned char *data;
+       data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
+       loadmodel->surfmesh.num_vertices = numvertices;
+       loadmodel->surfmesh.num_triangles = numtriangles;
+       if (loadmodel->surfmesh.num_vertices)
+       {
+               loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+               loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+               loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+               loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
+               loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
+               loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
+               if (vertexcolors)
+                       loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
+               if (lightmapoffsets)
+                       loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
+       }
+       if (loadmodel->surfmesh.num_triangles)
+       {
+               loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
+               if (neighbors)
+                       loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
+       }
+}
+
+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;
+       unsigned char *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 = (unsigned char *)Mem_Alloc(mempool, size);
+       newmesh = (shadowmesh_t *)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 = (float *)data;data += maxverts * sizeof(float[3]);
+       if (light)
+       {
+               newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
+               newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
+               newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
+               newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
+       }
+       newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
+       if (neighbors)
+       {
+               newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
+       }
+       if (expandable)
+       {
+               newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
+               newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
+       }
+       return newmesh;
 }
 
-shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
 {
        shadowmesh_t *newmesh;
-       newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
-       newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
-       newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
-       newmesh->vertex3f = (float *)(newmesh + 1);
-       newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
-       newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
-       memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
-       memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
-       memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
+       newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
+       newmesh->numverts = oldmesh->numverts;
+       newmesh->numtriangles = oldmesh->numtriangles;
+
+       memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
+       if (newmesh->svector3f && oldmesh->svector3f)
+       {
+               memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
+               memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
+               memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
+               memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
+       }
+       memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
+       if (newmesh->neighbor3i && oldmesh->neighbor3i)
+               memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
        return newmesh;
 }
 
-int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
 {
-       int hashindex;
-       float *m;
+       int hashindex, vnum;
        shadowmeshvertexhash_t *hash;
        // this uses prime numbers intentionally
-       hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
+       hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
        for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
        {
-               m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
-               if (m[0] == v[0] && m[1] == v[1] &&  m[2] == v[2])
+               vnum = (hash - mesh->vertexhashentries);
+               if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
+                && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
+                && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
+                && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
+                && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
                        return hash - mesh->vertexhashentries;
        }
-       hash = mesh->vertexhashentries + mesh->numverts;
+       vnum = mesh->numverts++;
+       hash = mesh->vertexhashentries + vnum;
        hash->next = mesh->vertexhashtable[hashindex];
        mesh->vertexhashtable[hashindex] = hash;
-       m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
-       VectorCopy(v, m);
-       mesh->numverts++;
-       return mesh->numverts - 1;
+       if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
+       if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
+       if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
+       if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
+       if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
+       return vnum;
 }
 
-void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
 {
-       while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
+       if (mesh->numtriangles == 0)
+       {
+               // set the properties on this empty mesh to be more favorable...
+               // (note: this case only occurs for the first triangle added to a new mesh chain)
+               mesh->map_diffuse = map_diffuse;
+               mesh->map_specular = map_specular;
+               mesh->map_normal = map_normal;
+       }
+       while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
        {
                if (mesh->next == NULL)
-                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
+                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
                mesh = mesh->next;
        }
-       mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
-       mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
-       mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
+       mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
+       mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
+       mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
        mesh->numtriangles++;
 }
 
-void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
 {
-       int i;
-       float *v;
-       for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
-               Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
-       /*
-       int i, i1, i2, i3;
-       float *v;
-       while (mesh->num_vertices + numverts > mesh->maxverts || mesh->num_triangles + (numverts - 2) > mesh->maxtriangles)
-       {
-               if (mesh->next == NULL)
-                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
-               mesh = mesh->next;
-       }
-       i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
-       i2 = 0;
-       i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
-       for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
+       int i, j, e;
+       float vbuf[3*14], *v;
+       memset(vbuf, 0, sizeof(vbuf));
+       for (i = 0;i < numtris;i++)
        {
-               i2 = i3;
-               i3 = Mod_ShadowMesh_AddVertex(mesh, v);
-               mesh->elements[mesh->num_triangles * 3 + 0] = i1;
-               mesh->elements[mesh->num_triangles * 3 + 1] = i2;
-               mesh->elements[mesh->num_triangles * 3 + 2] = i3;
-               mesh->num_triangles++;
+               for (j = 0, v = vbuf;j < 3;j++, v += 14)
+               {
+                       e = *element3i++;
+                       if (vertex3f)
+                       {
+                               v[0] = vertex3f[e * 3 + 0];
+                               v[1] = vertex3f[e * 3 + 1];
+                               v[2] = vertex3f[e * 3 + 2];
+                       }
+                       if (svector3f)
+                       {
+                               v[3] = svector3f[e * 3 + 0];
+                               v[4] = svector3f[e * 3 + 1];
+                               v[5] = svector3f[e * 3 + 2];
+                       }
+                       if (tvector3f)
+                       {
+                               v[6] = tvector3f[e * 3 + 0];
+                               v[7] = tvector3f[e * 3 + 1];
+                               v[8] = tvector3f[e * 3 + 2];
+                       }
+                       if (normal3f)
+                       {
+                               v[9] = normal3f[e * 3 + 0];
+                               v[10] = normal3f[e * 3 + 1];
+                               v[11] = normal3f[e * 3 + 2];
+                       }
+                       if (texcoord2f)
+                       {
+                               v[12] = texcoord2f[e * 2 + 0];
+                               v[13] = texcoord2f[e * 2 + 1];
+                       }
+               }
+               Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
        }
-       */
 }
 
-void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
 {
-       int i;
-       for (i = 0;i < numtris;i++, elements += 3)
-               Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
+       return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
 }
 
-shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
 {
-       return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
-}
-
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
-{
-#if 1
-       //int i;
        shadowmesh_t *mesh, *newmesh, *nextmesh;
        // reallocate meshs to conserve space
        for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
@@ -733,25 +904,12 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
                nextmesh = mesh->next;
                if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
                {
-                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
+                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
                        newmesh->next = firstmesh;
                        firstmesh = newmesh;
-                       //Con_Printf("mesh\n");
-                       //for (i = 0;i < newmesh->num_triangles;i++)
-                       //      Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
-                       Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
-                       Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
                }
                Mem_Free(mesh);
        }
-#else
-       shadowmesh_t *mesh;
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
-       {
-               Mod_ValidateElements(mesh->elements, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
-               Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->num_triangles);
-       }
-#endif
        return firstmesh;
 }
 
@@ -761,6 +919,8 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs,
        shadowmesh_t *mesh;
        vec3_t nmins, nmaxs, ncenter, temp;
        float nradius2, dist2, *v;
+       VectorClear(nmins);
+       VectorClear(nmaxs);
        // calculate bbox
        for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
@@ -812,24 +972,28 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        }
 }
 
-static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
+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;
-       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;
+       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);
 }
 
-static int detailtexturecycle = 0;
-int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
+int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
 {
        imageskin_t s;
        memset(skinframe, 0, sizeof(*skinframe));
+       if (cls.state == ca_dedicated)
+               return false;
        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);
@@ -846,54 +1010,98 @@ int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags,
                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, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
+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)
 {
-       qbyte *temp1, *temp2;
+       int i;
+       unsigned char *temp1, *temp2;
        memset(skinframe, 0, sizeof(*skinframe));
+       if (cls.state == ca_dedicated)
+               return false;
        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)
+       if (bitsperpixel == 32)
        {
-               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)
+               if (r_shadow_bumpscale_basetexture.value > 0)
                {
-                       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
+                       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
+       else if (bitsperpixel == 8)
        {
-               skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
-               if (loadpantsandshirt)
+               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); // 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
+                       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 qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+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)
 {
        float v[3], tc[3];
        v[0] = ix;
@@ -908,7 +1116,7 @@ void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imag
        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)
+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)
 {
        float vup[3], vdown[3], vleft[3], vright[3];
        float tcup[3], tcdown[3], tcleft[3], tcright[3];
@@ -933,7 +1141,7 @@ void Mod_GetTerrainVertexFromRGBA(const qbyte *imagepixels, int imagewidth, int
        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)
+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)
 {
        int x, y, ix, iy, *e;
        e = element3i;
@@ -961,7 +1169,7 @@ skinfile_t *Mod_LoadSkinFiles(void)
        int i, words, numtags, line, tagsetsused = false, wordsoverflow;
        char *text;
        const char *data;
-       skinfile_t *skinfile, *first = NULL;
+       skinfile_t *skinfile = NULL, *first = NULL;
        skinfileitem_t *skinfileitem;
        char word[10][MAX_QPATH];
        overridetagnameset_t tagsets[MAX_SKINS];
@@ -984,12 +1192,23 @@ tag_torso,
 */
        memset(tagsets, 0, sizeof(tagsets));
        memset(word, 0, sizeof(word));
-       for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
+       for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
        {
                numtags = 0;
-               skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
-               skinfile->next = first;
-               first = skinfile;
+
+               // If it's the first file we parse
+               if (skinfile == NULL)
+               {
+                       skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
+                       first = skinfile;
+               }
+               else
+               {
+                       skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
+                       skinfile = skinfile->next;
+               }
+               skinfile->next = NULL;
+
                for(line = 0;;line++)
                {
                        // parse line
@@ -1018,7 +1237,7 @@ tag_torso,
                                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 = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
                                        skinfileitem->next = skinfile->items;
                                        skinfile->items = skinfileitem;
                                        strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
@@ -1039,7 +1258,7 @@ tag_torso,
                        {
                                // 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 = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
                                skinfileitem->next = skinfile->items;
                                skinfile->items = skinfileitem;
                                strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
@@ -1055,14 +1274,14 @@ tag_torso,
                        overridetagnameset_t *t;
                        t = tagsets + i;
                        t->num_overridetagnames = numtags;
-                       t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
+                       t->data_overridetagnames = (overridetagname_t *)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));
+               loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
                memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
        }
        if (i)
@@ -1093,6 +1312,14 @@ int Mod_CountSkinFiles(skinfile_t *skinfile)
        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;