]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
Fix engine not starting on Windows if linked against SDL > 2.0.5
[xonotic/darkplaces.git] / model_shared.c
index 47b4c58fabedfde42ed40f62707e0f17c9a13598..a6d97670fcb9d864de9e49b1b3cac0de4a0976ad 100644 (file)
@@ -27,7 +27,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "r_shadow.h"
 #include "polygon.h"
 
-cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
@@ -63,7 +62,7 @@ static q3shader_data_t* q3shader_data;
 static void mod_start(void)
 {
        int i, count;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        SCR_PushLoadingScreen(false, "Loading models", 1.0);
@@ -86,7 +85,7 @@ static void mod_start(void)
 static void mod_shutdown(void)
 {
        int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        for (i = 0;i < nummodels;i++)
@@ -100,8 +99,8 @@ static void mod_shutdown(void)
 static void mod_newmap(void)
 {
        msurface_t *surface;
-       int i, j, k, surfacenum, ssize, tsize;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int i, j, k, l, surfacenum, ssize, tsize;
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        for (i = 0;i < nummodels;i++)
@@ -110,10 +109,11 @@ static void mod_newmap(void)
                {
                        for (j = 0;j < mod->num_textures && mod->data_textures;j++)
                        {
-                               for (k = 0;k < mod->data_textures[j].numskinframes;k++)
-                                       R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
-                               for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
-                                       R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
+                               // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them...
+                               for (l = 0; l < Q3SHADER_MAXLAYERS; l++)
+                                       if (mod->data_textures[j].shaderpasses[l])
+                                               for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++)
+                                                       R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]);
                        }
                        if (mod->brush.solidskyskinframe)
                                R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
@@ -161,7 +161,6 @@ void Mod_Init (void)
        Mod_AliasInit();
        Mod_SpriteInit();
 
-       Cvar_RegisterVariable(&r_enableshadowvolumes);
        Cvar_RegisterVariable(&r_mipskins);
        Cvar_RegisterVariable(&r_mipnormalmaps);
        Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
@@ -200,21 +199,23 @@ void Mod_UnloadModel (dp_model_t *mod)
        used = mod->used;
        if (mod->mempool)
        {
-               if (mod->surfmesh.vertex3fbuffer)
-                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
-               mod->surfmesh.vertex3fbuffer = NULL;
-               if (mod->surfmesh.vertexmeshbuffer)
-                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
-               mod->surfmesh.vertexmeshbuffer = NULL;
-               if (mod->surfmesh.data_element3i_indexbuffer)
+               if (mod->surfmesh.data_element3i_indexbuffer && !mod->surfmesh.data_element3i_indexbuffer->isdynamic)
                        R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
                mod->surfmesh.data_element3i_indexbuffer = NULL;
-               if (mod->surfmesh.data_element3s_indexbuffer)
+               if (mod->surfmesh.data_element3s_indexbuffer && !mod->surfmesh.data_element3s_indexbuffer->isdynamic)
                        R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
                mod->surfmesh.data_element3s_indexbuffer = NULL;
-               if (mod->surfmesh.vbo_vertexbuffer)
-                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
-               mod->surfmesh.vbo_vertexbuffer = NULL;
+               if (mod->surfmesh.data_vertex3f_vertexbuffer && !mod->surfmesh.data_vertex3f_vertexbuffer->isdynamic)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_vertex3f_vertexbuffer);
+               mod->surfmesh.data_vertex3f_vertexbuffer = NULL;
+               mod->surfmesh.data_svector3f_vertexbuffer = NULL;
+               mod->surfmesh.data_tvector3f_vertexbuffer = NULL;
+               mod->surfmesh.data_normal3f_vertexbuffer = NULL;
+               mod->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL;
+               mod->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL;
+               mod->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL;
+               mod->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL;
+               mod->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL;
        }
        // free textures/memory attached to the model
        R_FreeTexturePool(&mod->texturepool);
@@ -228,78 +229,95 @@ void Mod_UnloadModel (dp_model_t *mod)
        mod->loaded = false;
 }
 
-void R_Model_Null_Draw(entity_render_t *ent)
+static void R_Model_Null_Draw(entity_render_t *ent)
 {
        return;
 }
 
 
-typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
+typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
 
-int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
+static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
 {
        const char *bufptr;
        int start, len;
        float fps;
        unsigned int i;
        qboolean loop;
+       char name[64];
 
        bufptr = buf;
        i = 0;
-       for(;;)
+       while(bufptr)
        {
                // an anim scene!
-               if (!COM_ParseToken_Simple(&bufptr, true, false))
-                       break;
+
+               // REQUIRED: fetch start
+               COM_ParseToken_Simple(&bufptr, true, false, true);
+               if (!bufptr)
+                       break; // end of file
                if (!strcmp(com_token, "\n"))
                        continue; // empty line
                start = atoi(com_token);
-               if (!COM_ParseToken_Simple(&bufptr, true, false))
-                       break;
-               if (!strcmp(com_token, "\n"))
+
+               // REQUIRED: fetch length
+               COM_ParseToken_Simple(&bufptr, true, false, true);
+               if (!bufptr || !strcmp(com_token, "\n"))
                {
                        Con_Printf("framegroups file: missing number of frames\n");
                        continue;
                }
                len = atoi(com_token);
-               if (!COM_ParseToken_Simple(&bufptr, true, false))
-                       break;
-               // we default to looping as it's usually wanted, so to NOT loop you append a 0
-               if (strcmp(com_token, "\n"))
+
+               // OPTIONAL args start
+               COM_ParseToken_Simple(&bufptr, true, false, true);
+
+               // OPTIONAL: fetch fps
+               fps = 20;
+               if (bufptr && strcmp(com_token, "\n"))
                {
                        fps = atof(com_token);
-                       if (!COM_ParseToken_Simple(&bufptr, true, false))
-                               break;
-                       if (strcmp(com_token, "\n"))
-                               loop = atoi(com_token) != 0;
-                       else
-                               loop = true;
+                       COM_ParseToken_Simple(&bufptr, true, false, true);
                }
-               else
+
+               // OPTIONAL: fetch loopflag
+               loop = true;
+               if (bufptr && strcmp(com_token, "\n"))
+               {
+                       loop = (atoi(com_token) != 0);
+                       COM_ParseToken_Simple(&bufptr, true, false, true);
+               }
+
+               // OPTIONAL: fetch name
+               name[0] = 0;
+               if (bufptr && strcmp(com_token, "\n"))
                {
-                       fps = 20;
-                       loop = true;
+                       strlcpy(name, com_token, sizeof(name));
+                       COM_ParseToken_Simple(&bufptr, true, false, true);
                }
 
+               // OPTIONAL: remaining unsupported tokens (eat them)
+               while (bufptr && strcmp(com_token, "\n"))
+                       COM_ParseToken_Simple(&bufptr, true, false, true);
+
+               //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
+
                if(cb)
-                       cb(i, start, len, fps, loop, pass);
+                       cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
                ++i;
        }
 
        return i;
 }
 
-void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
-{
-       unsigned int *cnt = (unsigned int *) pass;
-       ++*cnt;
-}
-
-void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
+static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
 {
        dp_model_t *mod = (dp_model_t *) pass;
        animscene_t *anim = &mod->animscenes[i];
-       dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
+       if(name)
+               strlcpy(anim->name, name, sizeof(anim[i].name));
+       else
+               dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
        anim->firstframe = bound(0, start, mod->num_poses - 1);
        anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
        anim->framerate = max(1, fps);
@@ -307,7 +325,7 @@ void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, fl
        //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
 }
 
-void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
+static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
 {
        unsigned int cnt;
 
@@ -328,7 +346,7 @@ void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
        Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
 }
 
-void Mod_FindPotentialDeforms(dp_model_t *mod)
+static void Mod_FindPotentialDeforms(dp_model_t *mod)
 {
        int i, j;
        texture_t *texture;
@@ -337,7 +355,9 @@ void Mod_FindPotentialDeforms(dp_model_t *mod)
        for (i = 0;i < mod->num_textures;i++)
        {
                texture = mod->data_textures + i;
-               if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
+               if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
+                       mod->wantnormals = true;
+               if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
                        mod->wantnormals = true;
                for (j = 0;j < Q3MAXDEFORMS;j++)
                {
@@ -366,6 +386,7 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
        unsigned int crc;
        void *buf;
        fs_offset_t filesize = 0;
+       char vabuf[1024];
 
        mod->used = true;
 
@@ -449,6 +470,9 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
        // errors can prevent the corresponding mod->loaded = true;
        mod->loaded = false;
 
+       // default lightmap scale
+       mod->lightmapscale = 1;
+
        // default model radius and bounding box (mainly for missing models)
        mod->radius = 16;
        VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
@@ -486,13 +510,13 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
                else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
                else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
-               else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
+               else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
                else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
                Mem_Free(buf);
 
                Mod_FindPotentialDeforms(mod);
-                                       
-               buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
+
+               buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
                if(buf)
                {
                        Mod_FrameGroupify(mod, (const char *)buf);
@@ -518,7 +542,7 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
 void Mod_ClearUsed(void)
 {
        int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
                if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
@@ -528,7 +552,7 @@ void Mod_ClearUsed(void)
 void Mod_PurgeUnused(void)
 {
        int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
        {
@@ -558,10 +582,10 @@ dp_model_t *Mod_FindName(const char *name, const char *parentname)
        // if we're not dedicatd, the renderer calls will crash without video
        Host_StartVideo();
 
-       nummodels = Mem_ExpandableArray_IndexRange(&models);
+       nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
 
        if (!name[0])
-               Host_Error ("Mod_ForName: NULL name");
+               Host_Error ("Mod_ForName: empty name");
 
        // search the currently loaded models
        for (i = 0;i < nummodels;i++)
@@ -611,7 +635,7 @@ Reloads all models if they have changed
 void Mod_Reload(void)
 {
        int i, count;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        SCR_PushLoadingScreen(false, "Reloading models", 1.0);
@@ -642,7 +666,7 @@ Mod_Print
 static void Mod_Print(void)
 {
        int i;
-       int nummodels = Mem_ExpandableArray_IndexRange(&models);
+       int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
        Con_Print("Loaded models:\n");
@@ -685,134 +709,71 @@ int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements,
        return count;
 }
 
-#if 1
-// fast way, using an edge hash
-#define TRIANGLEEDGEHASH 8192
-void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
+qboolean Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline)
 {
-       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;
-       static edgehashentry_t **edgehash;
-       edgehashentry_t *edgehashentries, *hash;
-       if (!numtriangles)
-               return;
-       edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
-       // if there are too many triangles for the stack array, allocate larger buffer
-       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)
+       int first = firstvertex, last = first + numvertices - 1, numelements = numtriangles * 3;
+       int i;
+       int invalidintcount = 0, invalidintexample = 0;
+       int invalidshortcount = 0, invalidshortexample = 0;
+       int invalidmismatchcount = 0, invalidmismatchexample = 0;
+       if (element3i)
        {
-               for (j = 0, p = 2;j < 3;p = j, j++)
+               for (i = 0; i < numelements; i++)
                {
-                       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 (element3i[i] < first || element3i[i] > last)
                        {
-                               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++;
+                               invalidintcount++;
+                               invalidintexample = i;
                        }
-                       // detect edges shared by three triangles and make them seams
-                       if (count > 2)
-                               match = -1;
-                       n[p] = match;
                }
-
-               // also send a keepalive here (this can take a while too!)
-               CL_KeepaliveMessage(false);
        }
-       // free the allocated buffer
-       Mem_Free(edgehashentries);
-       Mem_Free(edgehash);
-}
-#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 (element3s)
        {
-                    if ((elements[0] == start && elements[1] == end)
-                     || (elements[1] == start && elements[2] == end)
-                     || (elements[2] == start && elements[0] == end))
+               for (i = 0; i < numelements; i++)
                {
-                       if (i != ignore)
-                               match = i;
-                       count++;
+                       if (element3s[i] < first || element3s[i] > last)
+                       {
+                               invalidintcount++;
+                               invalidintexample = i;
+                       }
                }
-               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(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
-{
-       int i, warned = false, endvertex = firstvertex + numverts;
-       for (i = 0;i < numtriangles * 3;i++)
+       if (element3i && element3s)
        {
-               if (elements[i] < firstvertex || elements[i] >= endvertex)
+               for (i = 0; i < numelements; i++)
                {
-                       if (!warned)
+                       if (element3s[i] != element3i[i])
                        {
-                               warned = true;
-                               Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
+                               invalidmismatchcount++;
+                               invalidmismatchexample = i;
                        }
-                       elements[i] = firstvertex;
                }
        }
+       if (invalidintcount || invalidshortcount || invalidmismatchcount)
+       {
+               Con_Printf("Mod_ValidateElements(%i, %i, %i, %p, %p) called at %s:%d", numelements, first, last, element3i, element3s, filename, fileline);
+               Con_Printf(", %i elements are invalid in element3i (example: element3i[%i] == %i)", invalidintcount, invalidintexample, element3i ? element3i[invalidintexample] : 0);
+               Con_Printf(", %i elements are invalid in element3s (example: element3s[%i] == %i)", invalidshortcount, invalidshortexample, element3s ? element3s[invalidshortexample] : 0);
+               Con_Printf(", %i elements mismatch between element3i and element3s (example: element3s[%i] is %i and element3i[%i] is %i)", invalidmismatchcount, invalidmismatchexample, element3s ? element3s[invalidmismatchexample] : 0, invalidmismatchexample, element3i ? element3i[invalidmismatchexample] : 0);
+               Con_Print(".  Please debug the engine code - these elements have been modified to not crash, but nothing more.\n");
+
+               // edit the elements to make them safer, as the driver will crash otherwise
+               if (element3i)
+                       for (i = 0; i < numelements; i++)
+                               if (element3i[i] < first || element3i[i] > last)
+                                       element3i[i] = first;
+               if (element3s)
+                       for (i = 0; i < numelements; i++)
+                               if (element3s[i] < first || element3s[i] > last)
+                                       element3s[i] = first;
+               if (element3i && element3s)
+                       for (i = 0; i < numelements; i++)
+                               if (element3s[i] != element3i[i])
+                                       element3s[i] = element3i[i];
+
+               return false;
+       }
+       return true;
 }
 
 // warning: this is an expensive function!
@@ -856,7 +817,8 @@ void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const
                VectorNormalize(vectorNormal);
 }
 
-void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
+#if 0
+static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
 {
        float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
        // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
@@ -899,12 +861,13 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con
                VectorNegate(tvector3f, tvector3f);
        }
 }
+#endif
 
 // warning: this is a very expensive function!
 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
 {
        int i, tnum;
-       float sdir[3], tdir[3], normal[3], *sv, *tv;
+       float sdir[3], tdir[3], normal[3], *svec, *tvec;
        const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
        float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
        const int *e;
@@ -970,21 +933,21 @@ void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int nu
        // make the tangents completely perpendicular to the surface normal, and
        // then normalize them
        // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
-       for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
+       for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
        {
-               f = -DotProduct(sv, n);
-               VectorMA(sv, f, n, sv);
-               VectorNormalize(sv);
-               f = -DotProduct(tv, n);
-               VectorMA(tv, f, n, tv);
-               VectorNormalize(tv);
+               f = -DotProduct(svec, n);
+               VectorMA(svec, f, n, svec);
+               VectorNormalize(svec);
+               f = -DotProduct(tvec, n);
+               VectorMA(tvec, f, n, tvec);
+               VectorNormalize(tvec);
        }
 }
 
-void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
+void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors)
 {
        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) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
+       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 * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
        loadmodel->surfmesh.num_vertices = numvertices;
        loadmodel->surfmesh.num_triangles = numtriangles;
        if (loadmodel->surfmesh.num_vertices)
@@ -1003,34 +966,16 @@ void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qb
        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;
                if (loadmodel->surfmesh.num_vertices <= 65536)
                        loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[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 *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles)
 {
        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 (maxverts <= 65536)
-               size += maxtriangles * sizeof(unsigned short[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 = (shadowmesh_t *)Mem_Alloc(mempool, sizeof(shadowmesh_t));
+       newmesh->mempool = mempool;
        newmesh->maxverts = maxverts;
        newmesh->maxtriangles = maxtriangles;
        newmesh->numverts = 0;
@@ -1038,289 +983,151 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
        memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
        memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
 
-       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);
-       }
-       if (maxverts <= 65536)
-               newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
+       newmesh->vertex3f = (float *)Mem_Alloc(mempool, maxverts * sizeof(float[3]));
+       newmesh->element3i = (int *)Mem_Alloc(mempool, maxtriangles * sizeof(int[3]));
+       newmesh->vertexhashtable = (shadowmeshvertexhash_t **)Mem_Alloc(mempool, SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *));
+       newmesh->vertexhashentries = (shadowmeshvertexhash_t *)Mem_Alloc(mempool, 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->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
-       memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
-
-       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 Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f)
 {
        int hashindex, vnum;
        shadowmeshvertexhash_t *hash;
        // this uses prime numbers intentionally
-       hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
+       hashindex = (unsigned int) (vertex3f[0] * 2003 + vertex3f[1] * 4001 + vertex3f[2] * 7919) % 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])))
+               if (mesh->vertex3f[vnum * 3 + 0] == vertex3f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex3f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex3f[2])
                        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];}
+       mesh->vertex3f[vnum * 3 + 0] = vertex3f[0];
+       mesh->vertex3f[vnum * 3 + 1] = vertex3f[1];
+       mesh->vertex3f[vnum * 3 + 2] = vertex3f[2];
        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)
+void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i)
 {
-       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++;
-}
+       int i;
 
-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);
+               mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 0]);
+               mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 1]);
+               mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 2]);
+               mesh->numtriangles++;
        }
 
        // the triangle calculation can take a while, so let's do a keepalive here
        CL_KeepaliveMessage(false);
 }
 
-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)
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles)
 {
        // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
        CL_KeepaliveMessage(false);
 
-       return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
+       return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles);
 }
 
-static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
+static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
 {
        if (!mesh->numverts)
                return;
 
-       // build r_vertexmesh_t array
-       // (compressed interleaved array for D3D)
-       if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
-       {
-               int vertexindex;
-               int numvertices = mesh->numverts;
-               r_vertexmesh_t *vertexmesh;
-               mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
-               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
-               {
-                       VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
-                       VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
-                       VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
-                       VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
-                       Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
-               }
-       }
-
-       // upload r_vertexmesh_t array as a buffer
-       if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
-               mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
-
-       // upload vertex3f array as a buffer
-       if (mesh->vertex3f && !mesh->vertex3fbuffer)
-               mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
+       // make sure we don't crash inside the driver if something went wrong, as it's annoying to debug
+       Mod_ValidateElements(mesh->element3i, mesh->element3s, mesh->numtriangles, 0, mesh->numverts, __FILE__, __LINE__);
 
        // upload short indices as a buffer
        if (mesh->element3s && !mesh->element3s_indexbuffer)
-               mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
+               mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), "shadowmesh", true, false, false, true);
 
        // upload int indices as a buffer
        if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
-               mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
+               mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh", true, false, false, false);
 
        // vertex buffer is several arrays and we put them in the same buffer
        //
        // is this wise?  the texcoordtexture2f array is used with dynamic
        // vertex/svector/tvector/normal when rendering animated models, on the
        // other hand animated models don't use a lot of vertices anyway...
-       if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
+       if (!mesh->vbo_vertexbuffer)
        {
-               size_t size;
-               unsigned char *mem;
-               size = 0;
-               mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
-               mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
-               mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
-               mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
-               mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
-               mem = (unsigned char *)Mem_Alloc(tempmempool, size);
-               if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
-               if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
-               if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
-               if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
-               if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
-               mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
-               Mem_Free(mem);
+               mesh->vbooffset_vertex3f = 0;
+               mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), "shadowmesh", false, false, false, false);
        }
 }
 
-shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
+shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *mesh, qboolean createvbo)
 {
-       shadowmesh_t *mesh, *newmesh, *nextmesh;
-       // reallocate meshs to conserve space
-       for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
+       if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
        {
-               nextmesh = mesh->next;
-               if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
+               if (mesh->vertexhashentries)
+                       Mem_Free(mesh->vertexhashentries);
+               mesh->vertexhashentries = NULL;
+               if (mesh->vertexhashtable)
+                       Mem_Free(mesh->vertexhashtable);
+               mesh->vertexhashtable = NULL;
+               if (mesh->maxverts > mesh->numverts)
                {
-                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
-                       newmesh->next = firstmesh;
-                       firstmesh = newmesh;
-                       if (newmesh->element3s)
-                       {
-                               int i;
-                               for (i = 0;i < newmesh->numtriangles*3;i++)
-                                       newmesh->element3s[i] = newmesh->element3i[i];
-                       }
-                       if (createvbo)
-                               Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
+                       mesh->vertex3f = (float *)Mem_Realloc(mesh->mempool, mesh->vertex3f, mesh->numverts * sizeof(float[3]));
+                       mesh->maxverts = mesh->numverts;
                }
-               Mem_Free(mesh);
+               if (mesh->maxtriangles > mesh->numtriangles)
+               {
+                       mesh->element3i = (int *)Mem_Realloc(mesh->mempool, mesh->element3i, mesh->numtriangles * sizeof(int[3]));
+                       mesh->maxtriangles = mesh->numtriangles;
+               }
+               if (mesh->numverts <= 65536)
+               {
+                       int i;
+                       mesh->element3s = (unsigned short *)Mem_Alloc(mesh->mempool, mesh->numtriangles * sizeof(unsigned short[3]));
+                       for (i = 0;i < mesh->numtriangles*3;i++)
+                               mesh->element3s[i] = mesh->element3i[i];
+               }
+               if (createvbo)
+                       Mod_ShadowMesh_CreateVBOs(mesh);
        }
 
        // this can take a while, so let's do a keepalive here
        CL_KeepaliveMessage(false);
 
-       return firstmesh;
+       return mesh;
 }
 
-void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
+void Mod_ShadowMesh_CalcBBox(shadowmesh_t *mesh, 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;
        VectorClear(nmins);
        VectorClear(nmaxs);
        // calculate bbox
-       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       VectorCopy(mesh->vertex3f, nmins);
+       VectorCopy(mesh->vertex3f, nmaxs);
+       for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
        {
-               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];
-               }
+               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)
        {
-               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;
-               }
+               VectorSubtract(v, ncenter, temp);
+               dist2 = DotProduct(temp, temp);
+               if (nradius2 < dist2)
+                       nradius2 = dist2;
        }
        // return data
        if (mins)
@@ -1335,22 +1142,23 @@ void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs,
 
 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
 {
-       shadowmesh_t *nextmesh;
-       for (;mesh;mesh = nextmesh)
-       {
-               if (mesh->vertex3fbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
-               if (mesh->vertexmeshbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
-               if (mesh->element3i_indexbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
-               if (mesh->element3s_indexbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
-               if (mesh->vbo_vertexbuffer)
-                       R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
-               nextmesh = mesh->next;
-               Mem_Free(mesh);
-       }
+       if (mesh->element3i_indexbuffer)
+               R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
+       if (mesh->element3s_indexbuffer)
+               R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
+       if (mesh->vbo_vertexbuffer)
+               R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
+       if (mesh->vertex3f)
+               Mem_Free(mesh->vertex3f);
+       if (mesh->element3i)
+               Mem_Free(mesh->element3i);
+       if (mesh->element3s)
+               Mem_Free(mesh->element3s);
+       if (mesh->vertexhashentries)
+               Mem_Free(mesh->vertexhashentries);
+       if (mesh->vertexhashtable)
+               Mem_Free(mesh->vertexhashtable);
+       Mem_Free(mesh);
 }
 
 void Mod_CreateCollisionMesh(dp_model_t *mod)
@@ -1368,7 +1176,7 @@ void Mod_CreateCollisionMesh(dp_model_t *mod)
        for (k = 0;k < mod->nummodelsurfaces;k++)
        {
                surface = mod->data_surfaces + mod->firstmodelsurface + k;
-               if (!strcmp(surface->texture->name, "collision")) // found collision mesh
+               if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
                {
                        usesinglecollisionmesh = true;
                        numcollisionmeshtriangles = surface->num_triangles;
@@ -1378,9 +1186,9 @@ void Mod_CreateCollisionMesh(dp_model_t *mod)
                        continue;
                numcollisionmeshtriangles += surface->num_triangles;
        }
-       mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
+       mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles);
        if (usesinglecollisionmesh)
-               Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
        else
        {
                for (k = 0;k < mod->nummodelsurfaces;k++)
@@ -1388,13 +1196,14 @@ void Mod_CreateCollisionMesh(dp_model_t *mod)
                        surface = mod->data_surfaces + mod->firstmodelsurface + k;
                        if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
                                continue;
-                       Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
                }
        }
-       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
+       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mod->brush.collisionmesh, false);
 }
 
-void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+#if 0
+static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        float v[3], tc[3];
        v[0] = ix;
@@ -1409,7 +1218,7 @@ void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels,
        texcoord2f[1] = tc[1];
 }
 
-void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        float vup[3], vdown[3], vleft[3], vright[3];
        float tcup[3], tcdown[3], tcleft[3], tcright[3];
@@ -1434,7 +1243,7 @@ void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewid
        VectorAdd(normal3f, nl, normal3f);
 }
 
-void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        int x, y, ix, iy, *e;
        e = element3i;
@@ -1451,11 +1260,11 @@ void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int ima
                        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_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
 }
+#endif
 
 #if 0
 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
@@ -1537,7 +1346,7 @@ void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
 }
 #endif
 
-int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
+static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
 {
        int offset = 0;
        if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
@@ -1569,7 +1378,7 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
        unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
        q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
        q3shader_hash_entry_t* lastEntry = NULL;
-       while (entry != NULL)
+       do
        {
                if (strcasecmp (entry->shader.name, shader->name) == 0)
                {
@@ -1602,6 +1411,7 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
                lastEntry = entry;
                entry = entry->chain;
        }
+       while (entry != NULL);
        if (entry == NULL)
        {
                if (lastEntry->shader.name[0] != 0)
@@ -1628,6 +1438,7 @@ extern cvar_t mod_q3shader_default_offsetmapping_bias;
 extern cvar_t mod_q3shader_default_polygonoffset;
 extern cvar_t mod_q3shader_default_polygonfactor;
 extern cvar_t mod_q3shader_force_addalpha;
+extern cvar_t mod_q3shader_force_terrain_alphaflag;
 void Mod_LoadQ3Shaders(void)
 {
        int j;
@@ -1640,8 +1451,8 @@ void Mod_LoadQ3Shaders(void)
        int numparameters;
        char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
        char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
-       unsigned long custsurfaceparms[256]; 
-       int numcustsurfaceparms;
+       unsigned long custsurfaceflags[256]; 
+       int numcustsurfaceflags;
        qboolean dpshaderkill;
 
        Mod_FreeQ3Shaders();
@@ -1655,7 +1466,7 @@ void Mod_LoadQ3Shaders(void)
                q3shaders_mem, sizeof (char**), 256);
 
        // parse custinfoparms.txt
-       numcustsurfaceparms = 0;
+       numcustsurfaceflags = 0;
        if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
        {
                if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
@@ -1675,21 +1486,21 @@ void Mod_LoadQ3Shaders(void)
                                        if (!strcasecmp(com_token, "}"))
                                                break;  
                                        // register surfaceflag
-                                       if (numcustsurfaceparms >= 256)
+                                       if (numcustsurfaceflags >= 256)
                                        {
                                                Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
                                                break;
                                        }
                                        // name
-                                       j = strlen(com_token)+1;
-                                       custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
-                                       strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
+                                       j = (int)strlen(com_token)+1;
+                                       custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
+                                       strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
                                        // value
                                        if (COM_ParseToken_QuakeC(&text, false))
-                                               custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
+                                               custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
                                        else
-                                               custsurfaceparms[numcustsurfaceparms] = 0;
-                                       numcustsurfaceparms++;
+                                               custsurfaceflags[numcustsurfaceflags] = 0;
+                                       numcustsurfaceflags++;
                                }
                        }
                }
@@ -1708,6 +1519,22 @@ void Mod_LoadQ3Shaders(void)
                while (COM_ParseToken_QuakeC(&text, false))
                {
                        memset (&shader, 0, sizeof(shader));
+                       shader.name[0] = 0;
+                       shader.surfaceparms = 0;
+                       shader.surfaceflags = 0;
+                       shader.textureflags = 0;
+                       shader.numlayers = 0;
+                       shader.lighting = false;
+                       shader.vertexalpha = false;
+                       shader.textureblendalpha = false;
+                       shader.skyboxname[0] = 0;
+                       shader.deforms[0].deform = Q3DEFORM_NONE;
+                       shader.dpnortlight = false;
+                       shader.dpshadow = false;
+                       shader.dpnoshadow = false;
+                       shader.dpmeshcollisions = false;
+                       shader.dpshaderkill = false;
+                       shader.dpreflectcube[0] = 0;
                        shader.reflectmin = 0;
                        shader.reflectmax = 1;
                        shader.refractfactor = 1;
@@ -1715,13 +1542,19 @@ void Mod_LoadQ3Shaders(void)
                        shader.reflectfactor = 1;
                        Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
                        shader.r_water_wateralpha = 1;
+                       shader.r_water_waterscroll[0] = 0;
+                       shader.r_water_waterscroll[1] = 0;
                        shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
                        shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
                        shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
-                       shader.specularscalemod = 1;
-                       shader.specularpowermod = 1;
                        shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
                        shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
+                       shader.transparentsort = TRANSPARENTSORT_DISTANCE;
+                       shader.specularscalemod = 1;
+                       shader.specularpowermod = 1;
+                       shader.rtlightambient = 0;
+                       // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+                       // JUST GREP FOR "specularscalemod = 1".
 
                        strlcpy(shader.name, com_token, sizeof(shader.name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
@@ -1974,6 +1807,8 @@ void Mod_LoadQ3Shaders(void)
                                                {
                                                        // multilayer terrain shader or similar
                                                        shader.textureblendalpha = true;
+                                                       if (mod_q3shader_force_terrain_alphaflag.integer)
+                                                               shader.layers[0].dptexflags |= TEXF_ALPHA;
                                                }
                                        }
 
@@ -1984,30 +1819,30 @@ void Mod_LoadQ3Shaders(void)
                                                if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
                                                        layer->blendfunc[0] = GL_SRC_ALPHA;
                                        }
-
-                                       layer->texflags = 0;
+                                       
+                                       layer->dptexflags = 0;
                                        if (layer->alphatest)
-                                               layer->texflags |= TEXF_ALPHA;
+                                               layer->dptexflags |= TEXF_ALPHA;
                                        switch(layer->blendfunc[0])
                                        {
                                                case GL_SRC_ALPHA:
                                                case GL_ONE_MINUS_SRC_ALPHA:
-                                                       layer->texflags |= TEXF_ALPHA;
+                                                       layer->dptexflags |= TEXF_ALPHA;
                                                        break;
                                        }
                                        switch(layer->blendfunc[1])
                                        {
                                                case GL_SRC_ALPHA:
                                                case GL_ONE_MINUS_SRC_ALPHA:
-                                                       layer->texflags |= TEXF_ALPHA;
+                                                       layer->dptexflags |= TEXF_ALPHA;
                                                        break;
                                        }
                                        if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
-                                               layer->texflags |= TEXF_MIPMAP;
+                                               layer->dptexflags |= TEXF_MIPMAP;
                                        if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
-                                               layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+                                               layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS;
                                        if (layer->clampmap)
-                                               layer->texflags |= TEXF_CLAMP;
+                                               layer->dptexflags |= TEXF_CLAMP;
                                        continue;
                                }
                                numparameters = 0;
@@ -2104,19 +1939,21 @@ void Mod_LoadQ3Shaders(void)
                                                shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
                                        else if (!strcasecmp(parameter[1], "antiportal"))
                                                shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
+                                       else if (!strcasecmp(parameter[1], "skip"))
+                                               ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
                                        else
                                        {
                                                // try custom surfaceparms
-                                               for (j = 0; j < numcustsurfaceparms; j++)
+                                               for (j = 0; j < numcustsurfaceflags; j++)
                                                {
                                                        if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
                                                        {
-                                                               shader.surfaceparms |= custsurfaceparms[j];
+                                                               shader.surfaceflags |= custsurfaceflags[j];
                                                                break;
                                                        }
                                                }
                                                // failed all
-                                               if (j == numcustsurfaceparms)
+                                               if (j == numcustsurfaceflags)
                                                        Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
                                        }
                                }
@@ -2218,6 +2055,18 @@ void Mod_LoadQ3Shaders(void)
                                                        shader.biaspolygonoffset = 0;
                                        }
                                }
+                               else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
+                                       if (!strcasecmp(parameter[1], "sky"))
+                                               shader.transparentsort = TRANSPARENTSORT_SKY;
+                                       else if (!strcasecmp(parameter[1], "distance"))
+                                               shader.transparentsort = TRANSPARENTSORT_DISTANCE;
+                                       else if (!strcasecmp(parameter[1], "hud"))
+                                               shader.transparentsort = TRANSPARENTSORT_HUD;
+                                       else
+                                               Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
+                               }
                                else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
@@ -2329,30 +2178,6 @@ void Mod_LoadQ3Shaders(void)
                        // hide this shader if a cvar said it should be killed
                        if (shader.dpshaderkill)
                                shader.numlayers = 0;
-                       // pick the primary layer to render with
-                       if (shader.numlayers)
-                       {
-                               shader.backgroundlayer = -1;
-                               shader.primarylayer = 0;
-                               // if lightmap comes first this is definitely an ordinary texture
-                               // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
-                               if ((shader.layers[shader.primarylayer].texturename != NULL)
-                                 && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
-                               {
-                                       shader.backgroundlayer = -1;
-                                       shader.primarylayer = 1;
-                               }
-                               else if (shader.numlayers >= 2
-                               &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
-                               &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
-                               && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
-                               ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
-                               {
-                                       // terrain blending or other effects
-                                       shader.backgroundlayer = 0;
-                                       shader.primarylayer = 1;
-                               }
-                       }
                        // fix up multiple reflection types
                        if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
                                shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
@@ -2363,7 +2188,7 @@ void Mod_LoadQ3Shaders(void)
        }
        FS_FreeSearch(search);
        // free custinfoparm values
-       for (j = 0; j < numcustsurfaceparms; j++)
+       for (j = 0; j < numcustsurfaceflags; j++)
                Mem_Free(custsurfaceparmnames[j]);
 }
 
@@ -2384,17 +2209,52 @@ q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
        return NULL;
 }
 
-qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
+texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe)
+{
+       texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
+       shaderpass->framerate = 0.0f;
+       shaderpass->numframes = 1;
+       shaderpass->blendfunc[0] = GL_ONE;
+       shaderpass->blendfunc[1] = GL_ZERO;
+       shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+       shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+       shaderpass->alphatest = false;
+       shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE;
+       shaderpass->skinframes[0] = skinframe;
+       return shaderpass;
+}
+
+texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename)
 {
        int j;
+       texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
+       shaderpass->alphatest = layer->alphatest != 0;
+       shaderpass->framerate = layer->framerate;
+       shaderpass->numframes = layer->numframes;
+       shaderpass->blendfunc[0] = layer->blendfunc[0];
+       shaderpass->blendfunc[1] = layer->blendfunc[1];
+       shaderpass->rgbgen = layer->rgbgen;
+       shaderpass->alphagen = layer->alphagen;
+       shaderpass->tcgen = layer->tcgen;
+       for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
+               shaderpass->tcmods[j] = layer->tcmods[j];
+       for (j = 0; j < layer->numframes; j++)
+               shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false, true);
+       return shaderpass;
+}
+
+qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags)
+{
        int texflagsmask, texflagsor;
        qboolean success = true;
        q3shaderinfo_t *shader;
        if (!name)
                name = "";
        strlcpy(texture->name, name, sizeof(texture->name));
+       texture->basealpha = 1.0f;
        shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
 
+       // allow disabling of picmip or compression by defaulttexflags
        texflagsmask = ~0;
        if(!(defaulttexflags & TEXF_PICMIP))
                texflagsmask &= ~TEXF_PICMIP;
@@ -2412,23 +2272,19 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
        texture->specularscalemod = 1;
        texture->specularpowermod = 1; 
        texture->rtlightambient = 0;
-       // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
-       // HERE, AND Q1BSP LOADING
+       texture->transparentsort = TRANSPARENTSORT_DISTANCE;
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
        // JUST GREP FOR "specularscalemod = 1".
 
        if (shader)
        {
                if (developer_loading.integer)
-                       Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
-               texture->surfaceparms = shader->surfaceparms;
-
-               // allow disabling of picmip or compression by defaulttexflags
-               texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
+                       Con_Printf("%s: loaded shader for %s\n", modelname, name);
 
                if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                {
-                       texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
-                       if (shader->skyboxname[0])
+                       texture->basematerialflags = MATERIALFLAG_SKY;
+                       if (shader->skyboxname[0] && loadmodel)
                        {
                                // quake3 seems to append a _ to the skybox name, so this must do so as well
                                dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
@@ -2458,6 +2314,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                        texture->basematerialflags |= MATERIALFLAG_CAMERA;
                texture->customblendfunc[0] = GL_ONE;
                texture->customblendfunc[1] = GL_ZERO;
+               texture->transparentsort = shader->transparentsort;
                if (shader->numlayers > 0)
                {
                        texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
@@ -2497,57 +2354,110 @@ nothing                GL_ZERO GL_ONE
                }
                if (!shader->lighting)
                        texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-               if (shader->primarylayer >= 0)
+
+               // here be dragons: convert quake3 shaders to material
+               if (shader->numlayers > 0)
                {
-                       q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
-                       // copy over many primarylayer parameters
-                       texture->rgbgen = primarylayer->rgbgen;
-                       texture->alphagen = primarylayer->alphagen;
-                       texture->tcgen = primarylayer->tcgen;
-                       memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
-                       // load the textures
-                       texture->numskinframes = primarylayer->numframes;
-                       texture->skinframerate = primarylayer->framerate;
-                       for (j = 0;j < primarylayer->numframes;j++)
+                       int i;
+                       int terrainbackgroundlayer = -1;
+                       int lightmaplayer = -1;
+                       int alphagenspecularlayer = -1;
+                       int rgbgenvertexlayer = -1;
+                       int rgbgendiffuselayer = -1;
+                       int materiallayer = -1;
+                       int endofprelayers = 0;
+                       int firstpostlayer = 0;
+                       int shaderpassindex = 0;
+                       for (i = 0; i < shader->numlayers; i++)
                        {
-                               if(cls.state == ca_dedicated)
-                               {
-                                       texture->skinframes[j] = NULL;
-                               }
-                               else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
-                               {
-                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
-                                       texture->skinframes[j] = R_SkinFrame_LoadMissing();
-                               }
+                               if (shader->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap"))
+                                       lightmaplayer = i;
+                               if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX)
+                                       rgbgenvertexlayer = i;
+                               if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE)
+                                       rgbgendiffuselayer = i;
+                               if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR)
+                                       alphagenspecularlayer = i;
                        }
-               }
-               if (shader->backgroundlayer >= 0)
-               {
-                       q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
-                       // copy over one secondarylayer parameter
-                       memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
-                       // load the textures
-                       texture->backgroundnumskinframes = backgroundlayer->numframes;
-                       texture->backgroundskinframerate = backgroundlayer->framerate;
-                       for (j = 0;j < backgroundlayer->numframes;j++)
+                       if (shader->numlayers >= 2
+                        && shader->layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
+                        && (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
+                        && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
+                                || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
                        {
-                               if(cls.state == ca_dedicated)
-                               {
-                                       texture->skinframes[j] = NULL;
-                               }
-                               else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
-                               {
-                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
-                                       texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
-                               }
+                               // terrain blend or certain other effects involving alphatest over a regular layer
+                               terrainbackgroundlayer = 0;
+                               materiallayer = 1;
+                               // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap)
+                               firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1;
+                       }
+                       else if (lightmaplayer == 0)
+                       {
+                               // ordinary texture but with $lightmap before diffuse
+                               materiallayer = 1;
+                               firstpostlayer = lightmaplayer + 2;
+                       }
+                       else if (lightmaplayer >= 1)
+                       {
+                               // ordinary texture - we don't properly apply lighting to the prelayers, but oh well...
+                               endofprelayers = lightmaplayer - 1;
+                               materiallayer = lightmaplayer - 1;
+                               firstpostlayer = lightmaplayer + 1;
                        }
+                       else if (rgbgenvertexlayer >= 0)
+                       {
+                               // map models with baked lighting
+                               materiallayer = rgbgenvertexlayer;
+                               endofprelayers = rgbgenvertexlayer;
+                               firstpostlayer = rgbgenvertexlayer + 1;
+                               // special case for rgbgen vertex if MATERIALFLAG_VERTEXCOLOR is expected on this material
+                               if (defaultmaterialflags & MATERIALFLAG_VERTEXCOLOR)
+                                       texture->basematerialflags |= MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX;
+                       }
+                       else if (rgbgendiffuselayer >= 0)
+                       {
+                               // entity models with dynamic lighting
+                               materiallayer = rgbgendiffuselayer;
+                               endofprelayers = rgbgendiffuselayer;
+                               firstpostlayer = rgbgendiffuselayer + 1;
+                               // player models often have specular as a pass after diffuse - we don't currently make use of that specular texture (would need to meld it into the skinframe)...
+                               if (alphagenspecularlayer >= 0)
+                                       firstpostlayer = alphagenspecularlayer + 1;
+                       }
+                       else
+                       {
+                               // special effects shaders - treat first as primary layer and do everything else as post
+                               endofprelayers = 0;
+                               materiallayer = 0;
+                               firstpostlayer = 1;
+                       }
+                       // convert the main material layer
+                       // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
+                       if (materiallayer >= 0)
+                               texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name);
+                       // convert the terrain background blend layer (if any)
+                       if (terrainbackgroundlayer >= 0)
+                               texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name);
+                       // convert the prepass layers (if any)
+                       texture->startpreshaderpass = shaderpassindex;
+                       for (i = 0; i < endofprelayers; i++)
+                               texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
+                       texture->endpreshaderpass = shaderpassindex;
+                       texture->startpostshaderpass = shaderpassindex;
+                       // convert the postpass layers (if any)
+                       for (i = firstpostlayer; i < shader->numlayers; i++)
+                               texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
+                       texture->startpostshaderpass = shaderpassindex;
                }
+
                if (shader->dpshadow)
                        texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
                if (shader->dpnoshadow)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
                if (shader->dpnortlight)
                        texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
+               if (shader->vertexalpha)
+                       texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
                memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
                texture->reflectmin = shader->reflectmin;
                texture->reflectmax = shader->reflectmax;
@@ -2609,81 +2519,163 @@ nothing                GL_ZERO GL_ONE
        //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
        //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
 
+               texture->surfaceflags = shader->surfaceflags;
+               if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
+               if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
+               if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
+               if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
+
                if (shader->dpmeshcollisions)
                        texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
                if (shader->dpshaderkill && developer_extra.integer)
-                       Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
+                       Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", modelname, name);
        }
        else if (!strcmp(texture->name, "noshader") || !texture->name[0])
        {
                if (developer_extra.integer)
-                       Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
-               texture->surfaceparms = 0;
+                       Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", modelname, name);
                texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
        }
        else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
        {
                if (developer_extra.integer)
-                       Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
-               texture->surfaceparms = 0;
+                       Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", modelname, name);
                texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                texture->supercontents = SUPERCONTENTS_SOLID;
        }
        else
        {
                if (developer_extra.integer)
-                       Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
-               texture->surfaceparms = 0;
+                       Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", modelname, texture->name);
                if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
                {
-                       texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                        texture->supercontents = SUPERCONTENTS_SOLID;
                }
                else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
                {
-                       texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_SKY;
                        texture->supercontents = SUPERCONTENTS_SKY;
                }
                else
                {
-                       texture->basematerialflags |= MATERIALFLAG_WALL;
+                       texture->basematerialflags = defaultmaterialflags;
                        texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
                }
-               texture->numskinframes = 1;
                if(cls.state == ca_dedicated)
                {
-                       texture->skinframes[0] = NULL;
+                       texture->materialshaderpass = NULL;
                        success = false;
                }
                else
                {
-                       if (fallback)
+                       skinframe_t *skinframe = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false, fallback);
+                       if (skinframe)
                        {
-                               if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
-                               {
-                                       if(texture->skinframes[0]->hasalpha)
-                                               texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-                               }
-                               else
-                                       success = false;
+                               texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
+                               if (texture->materialshaderpass->skinframes[0]->hasalpha)
+                                       texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                               if (texture->q2contents)
+                                       texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(texture->q2contents);
                        }
                        else
                                success = false;
                        if (!success && warnmissing)
-                               Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
+                               Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", modelname, texture->name);
                }
        }
        // init the animation variables
        texture->currentframe = texture;
-       if (texture->numskinframes < 1)
-               texture->numskinframes = 1;
-       if (!texture->skinframes[0])
-               texture->skinframes[0] = R_SkinFrame_LoadMissing();
-       texture->currentskinframe = texture->skinframes[0];
-       texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
+       texture->currentmaterialflags = texture->basematerialflags;
+       if (!texture->materialshaderpass)
+               texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, R_SkinFrame_LoadMissing());
+       if (!texture->materialshaderpass->skinframes[0])
+               texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
+       texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
+       texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
        return success;
 }
 
+void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe)
+{
+       if (!(materialflags & (MATERIALFLAG_WALL | MATERIALFLAG_SKY)))
+               Con_DPrintf("^1Custom texture ^3\"%s\" does not have MATERIALFLAG_WALL set\n", texture->name);
+
+       strlcpy(texture->name, name, sizeof(texture->name));
+       texture->basealpha = 1.0f;
+       texture->basematerialflags = materialflags;
+       texture->supercontents = supercontents;
+
+       texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+       texture->offsetscale = 1;
+       texture->offsetbias = 0;
+       texture->specularscalemod = 1;
+       texture->specularpowermod = 1;
+       texture->rtlightambient = 0;
+       texture->transparentsort = TRANSPARENTSORT_DISTANCE;
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+       // JUST GREP FOR "specularscalemod = 1".
+
+       if (developer_extra.integer)
+               Con_DPrintf("^1Custom texture ^3\"%s\"\n", texture->name);
+       if (skinframe)
+               texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
+
+       // init the animation variables
+       texture->currentmaterialflags = texture->basematerialflags;
+       texture->currentframe = texture;
+       texture->currentskinframe = skinframe;
+       texture->backgroundcurrentskinframe = NULL;
+}
+
+void Mod_UnloadCustomMaterial(texture_t *texture, qboolean purgeskins)
+{
+       int i, j;
+       for (i = 0; i < sizeof(texture->shaderpasses) / sizeof(texture->shaderpasses[0]); i++)
+       {
+               if (texture->shaderpasses[i])
+               {
+                       if (purgeskins)
+                               for (j = 0; j < sizeof(texture->shaderpasses[i]->skinframes) / sizeof(skinframe_t *);j++)
+                                       if (texture->shaderpasses[i]->skinframes[j] && texture->shaderpasses[i]->skinframes[j]->base)
+                                               R_SkinFrame_PurgeSkinFrame(texture->shaderpasses[i]->skinframes[j]);
+                       Mem_Free(texture->shaderpasses[i]);
+                       texture->shaderpasses[i] = NULL;
+               }
+       }
+       texture->materialshaderpass = NULL;
+       texture->currentskinframe = NULL;
+       texture->backgroundcurrentskinframe = NULL;
+}
+
 skinfile_t *Mod_LoadSkinFiles(void)
 {
        int i, words, line, wordsoverflow;
@@ -2692,6 +2684,7 @@ skinfile_t *Mod_LoadSkinFiles(void)
        skinfile_t *skinfile = NULL, *first = NULL;
        skinfileitem_t *skinfileitem;
        char word[10][MAX_QPATH];
+       char vabuf[1024];
 
 /*
 sample file:
@@ -2709,7 +2702,7 @@ tag_weapon,
 tag_torso,
 */
        memset(word, 0, sizeof(word));
-       for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
+       for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
        {
                // If it's the first file we parse
                if (skinfile == NULL)
@@ -2879,7 +2872,7 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod)
        for (j = 0;j < mod->nummodelsurfaces;j++)
        {
                const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
-               int t = (int)(surface->texture - mod->data_textures);
+               t = (int)(surface->texture - mod->data_textures);
                numsurfacesfortexture[t]++;
        }
        j = 0;
@@ -2891,7 +2884,7 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod)
        for (j = 0;j < mod->nummodelsurfaces;j++)
        {
                const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
-               int t = (int)(surface->texture - mod->data_textures);
+               t = (int)(surface->texture - mod->data_textures);
                mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
        }
        Mem_Free(firstsurfacefortexture);
@@ -2900,6 +2893,9 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod)
 
 void Mod_BuildVBOs(void)
 {
+       if(cls.state == ca_dedicated)
+               return;
+
        if (!loadmodel->surfmesh.num_vertices)
                return;
 
@@ -2916,75 +2912,54 @@ void Mod_BuildVBOs(void)
                }
        }
 
-       // build r_vertexmesh_t array
-       // (compressed interleaved array for D3D)
-       if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
-       {
-               int vertexindex;
-               int numvertices = loadmodel->surfmesh.num_vertices;
-               r_vertexmesh_t *vertexmesh;
-               loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
-               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
-               {
-                       VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
-                       VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
-                       VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
-                       VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
-                       if (loadmodel->surfmesh.data_lightmapcolor4f)
-                               Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
-                       Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
-                       if (loadmodel->surfmesh.data_texcoordlightmap2f)
-                               Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
-               }
-       }
-
-       // upload r_vertexmesh_t array as a buffer
-       if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
-               loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
-
-       // upload vertex3f array as a buffer
-       if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
-               loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
-
        // upload short indices as a buffer
        if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
-               loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
+               loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
 
        // upload int indices as a buffer
        if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
-               loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
+               loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
 
        // only build a vbo if one has not already been created (this is important for brush models which load specially)
-       // vertex buffer is several arrays and we put them in the same buffer
-       //
-       // is this wise?  the texcoordtexture2f array is used with dynamic
-       // vertex/svector/tvector/normal when rendering animated models, on the
-       // other hand animated models don't use a lot of vertices anyway...
-       if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
+       // we put several vertex data streams in the same buffer
+       if (!loadmodel->surfmesh.data_vertex3f_vertexbuffer)
        {
-               size_t size;
+               int size;
                unsigned char *mem;
                size = 0;
-               loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
-               loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
-               loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
-               loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
-               loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
-               loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
-               loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
+               loadmodel->surfmesh.data_vertex3f_bufferoffset           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+               loadmodel->surfmesh.data_svector3f_bufferoffset          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+               loadmodel->surfmesh.data_tvector3f_bufferoffset          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+               loadmodel->surfmesh.data_normal3f_bufferoffset           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+               loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+               loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+               loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
+               loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset   = size;if (loadmodel->surfmesh.data_skeletalindex4ub  ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+               loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset  = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
                mem = (unsigned char *)Mem_Alloc(tempmempool, size);
-               if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
-               if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
-               if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
-               if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
-               if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
-               if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
-               if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
-               loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
+               if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.data_vertex3f_bufferoffset          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+               if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.data_svector3f_bufferoffset         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+               if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.data_tvector3f_bufferoffset         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+               if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.data_normal3f_bufferoffset          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+               if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
+               if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
+               if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
+               if (loadmodel->surfmesh.data_skeletalindex4ub  ) memcpy(mem + loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset  , loadmodel->surfmesh.data_skeletalindex4ub  , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
+               if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
+               loadmodel->surfmesh.data_vertex3f_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
+               loadmodel->surfmesh.data_svector3f_vertexbuffer = loadmodel->surfmesh.data_svector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
+               loadmodel->surfmesh.data_tvector3f_vertexbuffer = loadmodel->surfmesh.data_tvector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
+               loadmodel->surfmesh.data_normal3f_vertexbuffer = loadmodel->surfmesh.data_normal3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
+               loadmodel->surfmesh.data_texcoordtexture2f_vertexbuffer = loadmodel->surfmesh.data_texcoordtexture2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
+               loadmodel->surfmesh.data_texcoordlightmap2f_vertexbuffer = loadmodel->surfmesh.data_texcoordlightmap2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
+               loadmodel->surfmesh.data_lightmapcolor4f_vertexbuffer = loadmodel->surfmesh.data_lightmapcolor4f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
+               loadmodel->surfmesh.data_skeletalindex4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalindex4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
+               loadmodel->surfmesh.data_skeletalweight4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalweight4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
                Mem_Free(mem);
        }
 }
 
+extern cvar_t mod_obj_orientation;
 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
 {
        int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
@@ -3052,7 +3027,10 @@ static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const cha
                        memcpy(outbuffer, oldbuffer, outbufferpos);
                        Z_Free(oldbuffer);
                }
-               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]);
+               if(mod_obj_orientation.integer)
+                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]);
+               else
+                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
                if (l > 0)
                        outbufferpos += l;
        }
@@ -3082,7 +3060,10 @@ static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const cha
                                a = e[0]+1;
                                b = e[1]+1;
                                c = e[2]+1;
-                               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
+                               if(mod_obj_orientation.integer)
+                                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
+                               else
+                                       l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
                                if (l > 0)
                                        outbufferpos += l;
                        }
@@ -3157,7 +3138,7 @@ static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int first
 
                        // strangely the smd angles are for a transposed matrix, so we
                        // have to generate a transposed matrix, then convert that...
-                       Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
+                       Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
                        Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
                        AnglesFromVectors(angles, mtest[0], mtest[2], false);
                        if (angles[0] >= 180) angles[0] -= 360;
@@ -3280,6 +3261,7 @@ static void Mod_Decompile_f(void)
        int zymtextsize = 0;
        int dpmtextsize = 0;
        int framegroupstextsize = 0;
+       char vabuf[1024];
 
        if (Cmd_Argc() != 2)
        {
@@ -3291,6 +3273,11 @@ static void Mod_Decompile_f(void)
        FS_StripExtension(inname, basename, sizeof(basename));
 
        mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
+       if (!mod)
+       {
+               Con_Print("No such model\n");
+               return;
+       }
        if (mod->brush.submodel)
        {
                // if we're decompiling a submodel, be sure to give it a proper name based on its parent
@@ -3298,11 +3285,6 @@ static void Mod_Decompile_f(void)
                dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
                outname[0] = 0;
        }
-       if (!mod)
-       {
-               Con_Print("No such model\n");
-               return;
-       }
        if (!mod->surfmesh.num_triangles)
        {
                Con_Print("Empty model (or sprite)\n");
@@ -3340,7 +3322,7 @@ static void Mod_Decompile_f(void)
                        {
                                // individual frame
                                // check for additional frames with same name
-                               for (l = 0, k = strlen(animname);animname[l];l++)
+                               for (l = 0, k = (int)strlen(animname);animname[l];l++)
                                        if(animname[l] < '0' || animname[l] > '9')
                                                k = l + 1;
                                if(k > 0 && animname[k-1] == '_')
@@ -3350,7 +3332,7 @@ static void Mod_Decompile_f(void)
                                for (j = i + 1;j < mod->numframes;j++)
                                {
                                        strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
-                                       for (l = 0, k = strlen(animname2);animname2[l];l++)
+                                       for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
                                                if(animname2[l] < '0' || animname2[l] > '9')
                                                        k = l + 1;
                                        if(k > 0 && animname[k-1] == '_')
@@ -3386,22 +3368,22 @@ static void Mod_Decompile_f(void)
                        }
                }
                if (zymtextsize)
-                       FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
+                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
                if (dpmtextsize)
-                       FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
+                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
                if (framegroupstextsize)
-                       FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
+                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
        }
 }
 
-void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height)
 {
        int y;
        memset(state, 0, sizeof(*state));
        state->width = width;
        state->height = height;
        state->currentY = 0;
-       state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
+       state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows));
        for (y = 0;y < state->height;y++)
        {
                state->rows[y].currentX = 0;
@@ -3524,7 +3506,6 @@ static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
 static int mod_generatelightmaps_numlights;
 static lightmaplight_t *mod_generatelightmaps_lightinfo;
 
-extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
 extern cvar_t r_shadow_lightattenuationdividebias;
 extern cvar_t r_shadow_lightattenuationlinearscale;
 
@@ -3567,7 +3548,7 @@ static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos
                        continue;
                if (model && model->TraceLine)
                {
-                       model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
+                       model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
                        if (trace.fraction < 1)
                                continue;
                }
@@ -3769,7 +3750,7 @@ static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *nor
                                if (!normal)
                                {
                                        // for light grid we'd better check visibility of the offset point
-                                       cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
+                                       cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
                                        if (trace.fraction < 1)
                                                VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
                                }
@@ -3947,24 +3928,23 @@ static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
        if (model->surfmesh.num_vertices > 65536)
                model->surfmesh.data_element3s = NULL;
 
-       if (model->surfmesh.vertexmesh)
-               Mem_Free(model->surfmesh.vertexmesh);
-       model->surfmesh.vertexmesh = NULL;
-       if (model->surfmesh.vertex3fbuffer)
-               R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
-       model->surfmesh.vertex3fbuffer = NULL;
-       if (model->surfmesh.vertexmeshbuffer)
-               R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
-       model->surfmesh.vertexmeshbuffer = NULL;
-       if (model->surfmesh.data_element3i_indexbuffer)
+       if (model->surfmesh.data_element3i_indexbuffer && !model->surfmesh.data_element3i_indexbuffer->isdynamic)
                R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
        model->surfmesh.data_element3i_indexbuffer = NULL;
-       if (model->surfmesh.data_element3s_indexbuffer)
+       if (model->surfmesh.data_element3s_indexbuffer && !model->surfmesh.data_element3s_indexbuffer->isdynamic)
                R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
        model->surfmesh.data_element3s_indexbuffer = NULL;
-       if (model->surfmesh.vbo_vertexbuffer)
-               R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
-       model->surfmesh.vbo_vertexbuffer = 0;
+       if (model->surfmesh.data_vertex3f_vertexbuffer && !model->surfmesh.data_vertex3f_vertexbuffer->isdynamic)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.data_vertex3f_vertexbuffer);
+       model->surfmesh.data_vertex3f_vertexbuffer = NULL;
+       model->surfmesh.data_svector3f_vertexbuffer = NULL;
+       model->surfmesh.data_tvector3f_vertexbuffer = NULL;
+       model->surfmesh.data_normal3f_vertexbuffer = NULL;
+       model->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL;
+       model->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL;
+       model->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL;
+       model->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL;
+       model->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL;
 
        // convert all triangles to unique vertex data
        outvertexindex = 0;
@@ -4105,6 +4085,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        unsigned char *lightmappixels;
        unsigned char *deluxemappixels;
        mod_alloclightmap_state_t lmstate;
+       char vabuf[1024];
 
        // generate lightmap projection information for all triangles
        if (model->texturepool == NULL)
@@ -4113,7 +4094,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
        lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
        //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
-       Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+       Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
        lightmapnumber = 0;
        for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
        {
@@ -4134,7 +4115,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
                                // lightmap coordinates here are in pixels
                                // lightmap projections are snapped to pixel grid explicitly, such
                                // that two neighboring triangles sharing an edge and projection
-                               // axis will have identical sampl espacing along their shared edge
+                               // axis will have identical samplspacing along their shared edge
                                k = 0;
                                for (j = 0;j < 3;j++)
                                {
@@ -4161,7 +4142,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
                                surfaceindex = -1;
                                lightmapnumber = 0;
                                Mod_AllocLightmap_Free(&lmstate);
-                               Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+                               Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
                                break;
                        }
                        // if we have maxed out the lightmap size, and this triangle does
@@ -4287,8 +4268,8 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
 
        for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
        {
-               model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
-               model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
+               model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
+               model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
        }
 
        if (lightmappixels)
@@ -4299,7 +4280,6 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
        {
                surface = model->data_surfaces + surfaceindex;
-               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
                if (!surface->num_triangles)
                        continue;
                lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
@@ -4388,3 +4368,344 @@ static void Mod_GenerateLightmaps_f(void)
        }
        Mod_GenerateLightmaps(cl.worldmodel);
 }
+
+void Mod_Mesh_Create(dp_model_t *mod, const char *name)
+{
+       memset(mod, 0, sizeof(*mod));
+       strlcpy(mod->name, name, sizeof(mod->name));
+       mod->mempool = Mem_AllocPool(name, 0, NULL);
+       mod->texturepool = R_AllocTexturePool();
+       mod->Draw = R_Q1BSP_Draw;
+       mod->DrawDepth = R_Q1BSP_DrawDepth;
+       mod->DrawDebug = R_Q1BSP_DrawDebug;
+       mod->DrawPrepass = R_Q1BSP_DrawPrepass;
+       mod->GetLightInfo = R_Q1BSP_GetLightInfo;
+       mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
+       mod->DrawLight = R_Q1BSP_DrawLight;
+}
+
+void Mod_Mesh_Destroy(dp_model_t *mod)
+{
+       Mod_UnloadModel(mod);
+}
+
+// resets the mesh model to have no geometry to render, ready for a new frame -
+// the mesh will be prepared for rendering later using Mod_Mesh_Finalize
+void Mod_Mesh_Reset(dp_model_t *mod)
+{
+       mod->num_surfaces = 0;
+       mod->surfmesh.num_vertices = 0;
+       mod->surfmesh.num_triangles = 0;
+       memset(mod->surfmesh.data_vertexhash, -1, mod->surfmesh.num_vertexhashsize * sizeof(*mod->surfmesh.data_vertexhash));
+       mod->DrawSky = NULL; // will be set if a texture needs it
+       mod->DrawAddWaterPlanes = NULL; // will be set if a texture needs it
+}
+
+texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags)
+{
+       int i;
+       texture_t *t;
+       for (i = 0; i < mod->num_textures; i++)
+               if (!strcmp(mod->data_textures[i].name, name))
+                       return mod->data_textures + i;
+       if (mod->max_textures <= mod->num_textures)
+       {
+               texture_t *oldtextures = mod->data_textures;
+               mod->max_textures = max(mod->max_textures * 2, 1024);
+               mod->data_textures = (texture_t *)Mem_Realloc(mod->mempool, mod->data_textures, mod->max_textures * sizeof(*mod->data_textures));
+               // update the pointers
+               for (i = 0; i < mod->num_surfaces; i++)
+                       mod->data_surfaces[i].texture = mod->data_textures + (mod->data_surfaces[i].texture - oldtextures);
+       }
+       t = &mod->data_textures[mod->num_textures++];
+       Mod_LoadTextureFromQ3Shader(mod->mempool, mod->name, t, name, false, true, defaulttexflags, defaultmaterialflags);
+       switch (defaultdrawflags & DRAWFLAG_MASK)
+       {
+       case DRAWFLAG_ADDITIVE:
+               t->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED;
+               t->currentmaterialflags = t->basematerialflags;
+               break;
+       case DRAWFLAG_MODULATE:
+               t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
+               t->currentmaterialflags = t->basematerialflags;
+               t->customblendfunc[0] = GL_DST_COLOR;
+               t->customblendfunc[1] = GL_ZERO;
+               break;
+       case DRAWFLAG_2XMODULATE:
+               t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
+               t->currentmaterialflags = t->basematerialflags;
+               t->customblendfunc[0] = GL_DST_COLOR;
+               t->customblendfunc[1] = GL_SRC_COLOR;
+               break;
+       case DRAWFLAG_SCREEN:
+               t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
+               t->currentmaterialflags = t->basematerialflags;
+               t->customblendfunc[0] = GL_ONE_MINUS_DST_COLOR;
+               t->customblendfunc[1] = GL_ONE;
+               break;
+       default:
+               break;
+       }
+       return t;
+}
+
+msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface)
+{
+       msurface_t *surf;
+       // batch if possible; primarily useful for UI rendering where bounding boxes don't matter
+       if (batchwithprevioussurface && mod->num_surfaces > 0 && mod->data_surfaces[mod->num_surfaces - 1].texture == tex)
+               return mod->data_surfaces + mod->num_surfaces - 1;
+       // create new surface
+       if (mod->max_surfaces == mod->num_surfaces)
+       {
+               mod->max_surfaces = 2 * max(mod->num_surfaces, 64);
+               mod->data_surfaces = (msurface_t *)Mem_Realloc(mod->mempool, mod->data_surfaces, mod->max_surfaces * sizeof(*mod->data_surfaces));
+               mod->sortedmodelsurfaces = (int *)Mem_Realloc(mod->mempool, mod->sortedmodelsurfaces, mod->max_surfaces * sizeof(*mod->sortedmodelsurfaces));
+       }
+       surf = mod->data_surfaces + mod->num_surfaces;
+       mod->num_surfaces++;
+       memset(surf, 0, sizeof(*surf));
+       surf->texture = tex;
+       surf->num_firsttriangle = mod->surfmesh.num_triangles;
+       surf->num_firstvertex = mod->surfmesh.num_vertices;
+       if (tex->basematerialflags & (MATERIALFLAG_SKY))
+               mod->DrawSky = R_Q1BSP_DrawSky;
+       if (tex->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
+               mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
+       return surf;
+}
+
+int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
+{
+       int hashindex, h, vnum, mask;
+       surfmesh_t *mesh = &mod->surfmesh;
+       if (mesh->max_vertices == mesh->num_vertices)
+       {
+               mesh->max_vertices = max(mesh->num_vertices * 2, 256);
+               mesh->data_vertex3f = (float *)Mem_Realloc(mod->mempool, mesh->data_vertex3f, mesh->max_vertices * sizeof(float[3]));
+               mesh->data_svector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_svector3f, mesh->max_vertices * sizeof(float[3]));
+               mesh->data_tvector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_tvector3f, mesh->max_vertices * sizeof(float[3]));
+               mesh->data_normal3f = (float *)Mem_Realloc(mod->mempool, mesh->data_normal3f, mesh->max_vertices * sizeof(float[3]));
+               mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2]));
+               mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2]));
+               mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4]));
+               // rebuild the hash table
+               mesh->num_vertexhashsize = 4 * mesh->max_vertices;
+               mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2
+               mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
+               memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
+               mask = mod->surfmesh.num_vertexhashsize - 1;
+               // no need to hash the vertices for the entire model, the latest surface will suffice.
+               for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++)
+               {
+                       // this uses prime numbers intentionally for computing the hash
+                       hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask;
+                       for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask)
+                               ; // just iterate until we find the terminator
+                       mesh->data_vertexhash[h] = vnum;
+               }
+       }
+       mask = mod->surfmesh.num_vertexhashsize - 1;
+       // this uses prime numbers intentionally for computing the hash
+       hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask;
+       // when possible find an identical vertex within the same surface and return it
+       for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask)
+       {
+               if (vnum >= surf->num_firstvertex
+                && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z
+                && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz
+                && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t
+                && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v
+                && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a)
+                       return vnum;
+       }
+       // add the new vertex
+       vnum = mesh->num_vertices++;
+       if (surf->num_vertices > 0)
+       {
+               if (surf->mins[0] > x) surf->mins[0] = x;
+               if (surf->mins[1] > y) surf->mins[1] = y;
+               if (surf->mins[2] > z) surf->mins[2] = z;
+               if (surf->maxs[0] < x) surf->maxs[0] = x;
+               if (surf->maxs[1] < y) surf->maxs[1] = y;
+               if (surf->maxs[2] < z) surf->maxs[2] = z;
+       }
+       else
+       {
+               VectorSet(surf->mins, x, y, z);
+               VectorSet(surf->maxs, x, y, z);
+       }
+       surf->num_vertices = mesh->num_vertices - surf->num_firstvertex;
+       mesh->data_vertexhash[h] = vnum;
+       mesh->data_vertex3f[vnum * 3 + 0] = x;
+       mesh->data_vertex3f[vnum * 3 + 1] = y;
+       mesh->data_vertex3f[vnum * 3 + 2] = z;
+       mesh->data_normal3f[vnum * 3 + 0] = nx;
+       mesh->data_normal3f[vnum * 3 + 1] = ny;
+       mesh->data_normal3f[vnum * 3 + 2] = nz;
+       mesh->data_texcoordtexture2f[vnum * 2 + 0] = s;
+       mesh->data_texcoordtexture2f[vnum * 2 + 1] = t;
+       mesh->data_texcoordlightmap2f[vnum * 2 + 0] = u;
+       mesh->data_texcoordlightmap2f[vnum * 2 + 1] = v;
+       mesh->data_lightmapcolor4f[vnum * 4 + 0] = r;
+       mesh->data_lightmapcolor4f[vnum * 4 + 1] = g;
+       mesh->data_lightmapcolor4f[vnum * 4 + 2] = b;
+       mesh->data_lightmapcolor4f[vnum * 4 + 3] = a;
+       return vnum;
+}
+
+void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2)
+{
+       surfmesh_t *mesh = &mod->surfmesh;
+       if (mesh->max_triangles == mesh->num_triangles)
+       {
+               mesh->max_triangles = 2 * max(mesh->num_triangles, 128);
+               mesh->data_element3s = (unsigned short *)Mem_Realloc(mod->mempool, mesh->data_element3s, mesh->max_triangles * sizeof(unsigned short[3]));
+               mesh->data_element3i = (int *)Mem_Realloc(mod->mempool, mesh->data_element3i, mesh->max_triangles * sizeof(int[3]));
+       }
+       mesh->data_element3s[mesh->num_triangles * 3 + 0] = e0;
+       mesh->data_element3s[mesh->num_triangles * 3 + 1] = e1;
+       mesh->data_element3s[mesh->num_triangles * 3 + 2] = e2;
+       mesh->data_element3i[mesh->num_triangles * 3 + 0] = e0;
+       mesh->data_element3i[mesh->num_triangles * 3 + 1] = e1;
+       mesh->data_element3i[mesh->num_triangles * 3 + 2] = e2;
+       mesh->num_triangles++;
+       surf->num_triangles++;
+}
+
+static void Mod_Mesh_MakeSortedSurfaces(dp_model_t *mod)
+{
+       int i, j;
+       texture_t *tex;
+       msurface_t *surf, *surf2;
+
+       // build the sorted surfaces list properly to reduce material setup
+       // this is easy because we're just sorting on texture and don't care about the order of textures
+       mod->nummodelsurfaces = 0;
+       for (i = 0; i < mod->num_surfaces; i++)
+               mod->data_surfaces[i].included = false;
+       for (i = 0; i < mod->num_surfaces; i++)
+       {
+               surf = mod->data_surfaces + i;
+               if (surf->included)
+                       continue;
+               tex = surf->texture;
+               // j = i is intentional
+               for (j = i; j < mod->num_surfaces; j++)
+               {
+                       surf2 = mod->data_surfaces + j;
+                       if (surf2->included)
+                               continue;
+                       if (surf2->texture == tex)
+                       {
+                               surf2->included = true;
+                               mod->sortedmodelsurfaces[mod->nummodelsurfaces++] = j;
+                       }
+               }
+       }
+}
+
+void Mod_Mesh_ComputeBounds(dp_model_t *mod)
+{
+       int i;
+       vec_t x2a, x2b, y2a, y2b, z2a, z2b, x2, y2, z2, yawradius, rotatedradius;
+
+       if (mod->surfmesh.num_vertices > 0)
+       {
+               // calculate normalmins/normalmaxs
+               VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmins);
+               VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmaxs);
+               for (i = 1; i < mod->surfmesh.num_vertices; i++)
+               {
+                       float x = mod->surfmesh.data_vertex3f[i * 3 + 0];
+                       float y = mod->surfmesh.data_vertex3f[i * 3 + 1];
+                       float z = mod->surfmesh.data_vertex3f[i * 3 + 2];
+                       // expand bounds to include this vertex
+                       if (mod->normalmins[0] > x) mod->normalmins[0] = x;
+                       if (mod->normalmins[1] > y) mod->normalmins[1] = y;
+                       if (mod->normalmins[2] > z) mod->normalmins[2] = z;
+                       if (mod->normalmaxs[0] < x) mod->normalmaxs[0] = x;
+                       if (mod->normalmaxs[1] < y) mod->normalmaxs[1] = y;
+                       if (mod->normalmaxs[2] < z) mod->normalmaxs[2] = z;
+               }
+               // calculate yawmins/yawmaxs, rotatedmins/maxs from normalmins/maxs
+               // (fast but less accurate than doing it per vertex)
+               x2a = mod->normalmins[0] * mod->normalmins[0];
+               x2b = mod->normalmaxs[0] * mod->normalmaxs[0];
+               y2a = mod->normalmins[1] * mod->normalmins[1];
+               y2b = mod->normalmaxs[1] * mod->normalmaxs[1];
+               z2a = mod->normalmins[2] * mod->normalmins[2];
+               z2b = mod->normalmaxs[2] * mod->normalmaxs[2];
+               x2 = max(x2a, x2b);
+               y2 = max(y2a, y2b);
+               z2 = max(z2a, z2b);
+               yawradius = sqrt(x2 + y2);
+               rotatedradius = sqrt(x2 + y2 + z2);
+               VectorSet(mod->yawmins, -yawradius, -yawradius, mod->normalmins[2]);
+               VectorSet(mod->yawmaxs, yawradius, yawradius, mod->normalmaxs[2]);
+               VectorSet(mod->rotatedmins, -rotatedradius, -rotatedradius, -rotatedradius);
+               VectorSet(mod->rotatedmaxs, rotatedradius, rotatedradius, rotatedradius);
+               mod->radius = rotatedradius;
+               mod->radius2 = x2 + y2 + z2;
+       }
+       else
+       {
+               VectorClear(mod->normalmins);
+               VectorClear(mod->normalmaxs);
+               VectorClear(mod->yawmins);
+               VectorClear(mod->yawmaxs);
+               VectorClear(mod->rotatedmins);
+               VectorClear(mod->rotatedmaxs);
+               mod->radius = 0;
+               mod->radius2 = 0;
+       }
+}
+
+void Mod_Mesh_Validate(dp_model_t *mod)
+{
+       int i;
+       qboolean warned = false;
+       for (i = 0; i < mod->num_surfaces; i++)
+       {
+               msurface_t *surf = mod->data_surfaces + i;
+               int *e = mod->surfmesh.data_element3i + surf->num_firsttriangle * 3;
+               int first = surf->num_firstvertex;
+               int end = surf->num_firstvertex + surf->num_vertices;
+               int j;
+               for (j = 0;j < surf->num_triangles * 3;j++)
+               {
+                       if (e[j] < first || e[j] >= end)
+                       {
+                               if (!warned)
+                                       Con_DPrintf("Mod_Mesh_Validate: detected corrupt surface - debug me!\n");
+                               warned = true;
+                               e[j] = first;
+                       }
+               }
+       }
+}
+
+void Mod_Mesh_UploadDynamicBuffers(dp_model_t *mod)
+{
+       mod->surfmesh.data_element3s_indexbuffer = mod->surfmesh.data_element3s ? R_BufferData_Store(mod->surfmesh.num_triangles * sizeof(short[3]), mod->surfmesh.data_element3s, R_BUFFERDATA_INDEX16, &mod->surfmesh.data_element3s_bufferoffset) : NULL;
+       mod->surfmesh.data_element3i_indexbuffer = mod->surfmesh.data_element3i ? R_BufferData_Store(mod->surfmesh.num_triangles * sizeof(int[3]), mod->surfmesh.data_element3i, R_BUFFERDATA_INDEX32, &mod->surfmesh.data_element3i_bufferoffset) : NULL;
+       mod->surfmesh.data_vertex3f_vertexbuffer = mod->surfmesh.data_vertex3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_vertex3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_vertex3f_bufferoffset) : NULL;
+       mod->surfmesh.data_svector3f_vertexbuffer = mod->surfmesh.data_svector3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_svector3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_svector3f_bufferoffset) : NULL;
+       mod->surfmesh.data_tvector3f_vertexbuffer = mod->surfmesh.data_tvector3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_tvector3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_tvector3f_bufferoffset) : NULL;
+       mod->surfmesh.data_normal3f_vertexbuffer = mod->surfmesh.data_normal3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_normal3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_normal3f_bufferoffset) : NULL;
+       mod->surfmesh.data_texcoordtexture2f_vertexbuffer = mod->surfmesh.data_texcoordtexture2f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[2]), mod->surfmesh.data_texcoordtexture2f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_texcoordtexture2f_bufferoffset) : NULL;
+       mod->surfmesh.data_texcoordlightmap2f_vertexbuffer = mod->surfmesh.data_texcoordlightmap2f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[2]), mod->surfmesh.data_texcoordlightmap2f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_texcoordlightmap2f_bufferoffset) : NULL;
+       mod->surfmesh.data_lightmapcolor4f_vertexbuffer = mod->surfmesh.data_lightmapcolor4f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[4]), mod->surfmesh.data_lightmapcolor4f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_lightmapcolor4f_bufferoffset) : NULL;
+       mod->surfmesh.data_skeletalindex4ub_vertexbuffer = mod->surfmesh.data_skeletalindex4ub ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(unsigned char[4]), mod->surfmesh.data_skeletalindex4ub, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_skeletalindex4ub_bufferoffset) : NULL;
+       mod->surfmesh.data_skeletalweight4ub_vertexbuffer = mod->surfmesh.data_skeletalweight4ub ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(unsigned char[4]), mod->surfmesh.data_skeletalweight4ub, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_skeletalweight4ub_bufferoffset) : NULL;
+}
+
+void Mod_Mesh_Finalize(dp_model_t *mod)
+{
+       if (gl_paranoid.integer)
+               Mod_Mesh_Validate(mod);
+       Mod_Mesh_ComputeBounds(mod);
+       Mod_Mesh_MakeSortedSurfaces(mod);
+       Mod_BuildTextureVectorsFromNormals(0, mod->surfmesh.num_vertices, mod->surfmesh.num_triangles, mod->surfmesh.data_vertex3f, mod->surfmesh.data_texcoordtexture2f, mod->surfmesh.data_normal3f, mod->surfmesh.data_element3i, mod->surfmesh.data_svector3f, mod->surfmesh.data_tvector3f, true);
+       Mod_Mesh_UploadDynamicBuffers(mod);
+}