]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
remove warning about signed/unsigned
[xonotic/darkplaces.git] / model_shared.c
index fd1726536dfb053f3f489677c1e9c3873965471e..ce2abdb8f82eda2bfafd5f8e54f8011e4e8225af 100644 (file)
@@ -28,21 +28,31 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
 
-model_t *loadmodel;
+dp_model_t *loadmodel;
 
 static mempool_t *mod_mempool;
 static memexpandablearray_t models;
 
-// FIXME: make this a memexpandablearray_t
-#define Q3SHADER_MAXSHADERS 4096
-static int q3shaders_numshaders = 0;
-static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
+static mempool_t* q3shaders_mem;
+typedef struct q3shader_hash_entry_s
+{
+  q3shaderinfo_t shader;
+  struct q3shader_hash_entry_s* chain;
+} q3shader_hash_entry_t;
+#define Q3SHADER_HASH_SIZE  1021
+typedef struct q3shader_data_s
+{
+  memexpandablearray_t hash_entries;
+  q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
+  memexpandablearray_t char_ptrs;
+} q3shader_data_t;
+static q3shader_data_t* q3shader_data;
 
 static void mod_start(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        // parse the Q3 shader files
        Mod_LoadQ3Shaders();
@@ -57,11 +67,13 @@ static void mod_shutdown(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        for (i = 0;i < nummodels;i++)
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
                        Mod_UnloadModel(mod);
+
+       Mem_FreePool (&q3shaders_mem);
 }
 
 static void mod_newmap(void)
@@ -69,7 +81,7 @@ static void mod_newmap(void)
        msurface_t *surface;
        int i, j, k, surfacenum, ssize, tsize;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        R_SkinFrame_PrepareForPurge();
        for (i = 0;i < nummodels;i++)
@@ -101,7 +113,7 @@ static void mod_newmap(void)
                                        ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
                                        tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
                                        memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
-                                       surface->cached_dlight = true;
+                                       mod->brushq1.lightmapupdateflags[surfacenum] = true;
                                }
                        }
                }
@@ -119,7 +131,7 @@ static void Mod_BuildVBOs(void);
 void Mod_Init (void)
 {
        mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
-       Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
+       Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
 
        Mod_BrushInit();
        Mod_AliasInit();
@@ -135,23 +147,29 @@ void Mod_RenderInit(void)
        R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
 }
 
-void Mod_UnloadModel (model_t *mod)
+void Mod_UnloadModel (dp_model_t *mod)
 {
        char name[MAX_QPATH];
        qboolean isworldmodel;
        qboolean used;
+
+       if (developer_loading.integer)
+               Con_Printf("unloading model %s\n", mod->name);
+
        strlcpy(name, mod->name, sizeof(name));
        isworldmodel = mod->isworldmodel;
        used = mod->used;
-       if (mod->surfmesh.ebo)
-               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
+       if (mod->surfmesh.ebo3i)
+               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
+       if (mod->surfmesh.ebo3s)
+               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
        if (mod->surfmesh.vbo)
                R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
        // free textures/memory attached to the model
        R_FreeTexturePool(&mod->texturepool);
        Mem_FreePool(&mod->mempool);
        // clear the struct to make it available
-       memset(mod, 0, sizeof(model_t));
+       memset(mod, 0, sizeof(dp_model_t));
        // restore the fields we want to preserve
        strlcpy(mod->name, name, sizeof(mod->name));
        mod->isworldmodel = isworldmodel;
@@ -166,7 +184,7 @@ Mod_LoadModel
 Loads a model
 ==================
 */
-model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
        int num;
        unsigned int crc;
@@ -212,7 +230,9 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
                return mod;
        }
 
-       Con_DPrintf("loading model %s\n", mod->name);
+       if (developer_loading.integer)
+               Con_Printf("loading model %s\n", mod->name);
+
        // LordHavoc: unload the existing model in this slot (if there is one)
        if (mod->loaded || mod->mempool)
                Mod_UnloadModel(mod);
@@ -233,6 +253,18 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
        VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
        VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
 
+       // if we're loading a worldmodel, then this is a level change
+       if (mod->isworldmodel)
+       {
+               // clear out any stale submodels or worldmodels lying around
+               // if we did this clear before now, an error might abort loading and
+               // leave things in a bad state
+               Mod_RemoveStaleWorldModels(mod);
+               // reload q3 shaders, to make sure they are ready to go for this level
+               // (including any models loaded for this level)
+               Mod_LoadQ3Shaders();
+       }
+
        if (buf)
        {
                char *bufend = (char *)buf + filesize;
@@ -252,8 +284,7 @@ model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolea
                else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
-               else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
-               else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
+               else if (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 Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
                Mem_Free(buf);
@@ -275,7 +306,7 @@ void Mod_ClearUsed(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
                        mod->used = false;
@@ -285,7 +316,7 @@ void Mod_PurgeUnused(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
        {
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
@@ -297,11 +328,11 @@ void Mod_PurgeUnused(void)
 }
 
 // only used during loading!
-void Mod_RemoveStaleWorldModels(model_t *skip)
+void Mod_RemoveStaleWorldModels(dp_model_t *skip)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
        {
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
@@ -319,11 +350,11 @@ Mod_FindName
 
 ==================
 */
-model_t *Mod_FindName(const char *name)
+dp_model_t *Mod_FindName(const char *name)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        if (!name[0])
                Host_Error ("Mod_ForName: NULL name");
@@ -353,9 +384,9 @@ Mod_ForName
 Loads in a model for the given name
 ==================
 */
-model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
-       model_t *model;
+       dp_model_t *model;
        model = Mod_FindName(name);
        if (model->name[0] != '*' && (!model->loaded || checkdisk))
                Mod_LoadModel(model, crash, checkdisk, isworldmodel);
@@ -373,7 +404,7 @@ void Mod_Reload(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
        for (i = 0;i < nummodels;i++)
                if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
                        Mod_LoadModel(mod, true, true, mod->isworldmodel);
@@ -393,7 +424,7 @@ static void Mod_Print(void)
 {
        int i;
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
-       model_t *mod;
+       dp_model_t *mod;
 
        Con_Print("Loaded models:\n");
        for (i = 0;i < nummodels;i++)
@@ -723,7 +754,7 @@ void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int nu
 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
 {
        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));
+       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));
        loadmodel->surfmesh.num_vertices = numvertices;
        loadmodel->surfmesh.num_triangles = numtriangles;
        if (loadmodel->surfmesh.num_vertices)
@@ -744,6 +775,8 @@ void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qb
                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;
        }
 }
 
@@ -757,6 +790,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
        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)
@@ -789,6 +824,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
                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]);
        return newmesh;
 }
 
@@ -818,7 +855,7 @@ int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
        int hashindex, vnum;
        shadowmeshvertexhash_t *hash;
        // this uses prime numbers intentionally
-       hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
+       hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
        for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
        {
                vnum = (hash - mesh->vertexhashentries);
@@ -919,7 +956,12 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
 
        // element buffer is easy because it's just one array
        if (mesh->numtriangles)
-               mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
+       {
+               if (mesh->element3s)
+                       mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
+               else
+                       mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
+       }
 
        // vertex buffer is several arrays and we put them in the same buffer
        //
@@ -959,6 +1001,12 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh,
                        newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
                        newmesh->next = firstmesh;
                        firstmesh = newmesh;
+                       if (newmesh->element3s)
+                       {
+                               int i;
+                               for (i = 0;i < newmesh->numtriangles*3;i++)
+                                       newmesh->element3s[i] = newmesh->element3i[i];
+                       }
                        if (createvbo)
                                Mod_ShadowMesh_CreateVBOs(newmesh);
                }
@@ -1021,8 +1069,10 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        shadowmesh_t *nextmesh;
        for (;mesh;mesh = nextmesh)
        {
-               if (mesh->ebo)
-                       R_Mesh_DestroyBufferObject(mesh->ebo);
+               if (mesh->ebo3i)
+                       R_Mesh_DestroyBufferObject(mesh->ebo3i);
+               if (mesh->ebo3s)
+                       R_Mesh_DestroyBufferObject(mesh->ebo3s);
                if (mesh->vbo)
                        R_Mesh_DestroyBufferObject(mesh->vbo);
                nextmesh = mesh->next;
@@ -1030,7 +1080,7 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        }
 }
 
-void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        float v[3], tc[3];
        v[0] = ix;
@@ -1045,16 +1095,16 @@ void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels,
        texcoord2f[1] = tc[1];
 }
 
-void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        float vup[3], vdown[3], vleft[3], vright[3];
        float tcup[3], tcdown[3], tcleft[3], tcright[3];
        float sv[3], tv[3], nl[3];
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
        Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
        Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
        VectorAdd(svector3f, sv, svector3f);
@@ -1070,7 +1120,7 @@ void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewid
        VectorAdd(normal3f, nl, normal3f);
 }
 
-void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        int x, y, ix, iy, *e;
        e = element3i;
@@ -1090,7 +1140,7 @@ void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int ima
        Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
        for (y = 0, iy = y1;y < height + 1;y++, iy++)
                for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
-                       Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+                       Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
 }
 
 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
@@ -1105,6 +1155,55 @@ q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
        return Q3WAVEFUNC_NONE;
 }
 
+static void Q3Shaders_Clear()
+{
+       /* Just clear out everything... */
+       Mem_FreePool (&q3shaders_mem);
+       /* ...and alloc the structs again. */
+       q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
+       q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
+               sizeof (q3shader_data_t));
+       Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
+               q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
+       Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
+               q3shaders_mem, sizeof (char**), 256);
+}
+
+static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
+{
+       unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
+       q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+       q3shader_hash_entry_t* lastEntry = NULL;
+       while (entry != NULL)
+       {
+               if (strcasecmp (entry->shader.name, shader->name) == 0)
+               {
+                       Con_Printf("Shader '%s' already defined\n", shader->name);
+                       return;
+               }
+               lastEntry = entry;
+               entry = entry->chain;
+       }
+       if (entry == NULL)
+       {
+               if (lastEntry->shader.name[0] != 0)
+               {
+                       /* Add to chain */
+                       q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
+                         Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
+
+                       while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
+                       lastEntry->chain = newEntry;
+                       newEntry->chain = NULL;
+                       lastEntry = newEntry;
+               }
+               /* else: head of chain, in hash entry array */
+               entry = lastEntry;
+       }
+       memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
+}
+
+extern cvar_t r_picmipworld;
 void Mod_LoadQ3Shaders(void)
 {
        int j;
@@ -1112,11 +1211,13 @@ void Mod_LoadQ3Shaders(void)
        fssearch_t *search;
        char *f;
        const char *text;
-       q3shaderinfo_t *shader;
+       q3shaderinfo_t shader;
        q3shaderinfo_layer_t *layer;
        int numparameters;
        char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
-       q3shaders_numshaders = 0;
+
+       Q3Shaders_Clear();
+
        search = FS_Search("scripts/*.shader", true, false);
        if (!search)
                return;
@@ -1127,14 +1228,16 @@ void Mod_LoadQ3Shaders(void)
                        continue;
                while (COM_ParseToken_QuakeC(&text, false))
                {
-                       if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
-                       {
-                               Con_Printf("Mod_Q3BSP_LoadShaders: too many shaders!\n");
-                               break;
-                       }
-                       shader = q3shaders_shaders + q3shaders_numshaders++;
-                       memset(shader, 0, sizeof(*shader));
-                       strlcpy(shader->name, com_token, sizeof(shader->name));
+                       memset (&shader, 0, sizeof(shader));
+                       shader.reflectmin = 0;
+                       shader.reflectmax = 1;
+                       shader.refractfactor = 1;
+                       Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
+                       shader.reflectfactor = 1;
+                       Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
+                       shader.r_water_wateralpha = 1;
+
+                       strlcpy(shader.name, com_token, sizeof(shader.name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
                        {
                                Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
@@ -1146,25 +1249,28 @@ void Mod_LoadQ3Shaders(void)
                                        break;
                                if (!strcasecmp(com_token, "{"))
                                {
-                                       if (shader->numlayers < Q3SHADER_MAXLAYERS)
+                                       static q3shaderinfo_layer_t dummy;
+                                       if (shader.numlayers < Q3SHADER_MAXLAYERS)
                                        {
-                                               layer = shader->layers + shader->numlayers++;
-                                               layer->rgbgen = Q3RGBGEN_IDENTITY;
-                                               layer->alphagen = Q3ALPHAGEN_IDENTITY;
-                                               layer->tcgen = Q3TCGEN_TEXTURE;
-                                               layer->blendfunc[0] = GL_ONE;
-                                               layer->blendfunc[1] = GL_ZERO;
+                                               layer = shader.layers + shader.numlayers++;
                                        }
                                        else
-                                               layer = NULL;
+                                       {
+                                               // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
+                                               memset(&dummy, 0, sizeof(dummy));
+                                               layer = &dummy;
+                                       }
+                                       layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+                                       layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+                                       layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                       layer->blendfunc[0] = GL_ONE;
+                                       layer->blendfunc[1] = GL_ZERO;
                                        while (COM_ParseToken_QuakeC(&text, false))
                                        {
                                                if (!strcasecmp(com_token, "}"))
                                                        break;
                                                if (!strcasecmp(com_token, "\n"))
                                                        continue;
-                                               if (layer == NULL)
-                                                       continue;
                                                numparameters = 0;
                                                for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
                                                {
@@ -1176,9 +1282,11 @@ void Mod_LoadQ3Shaders(void)
                                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                                break;
                                                }
+                                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                                                       parameter[j][0] = 0;
                                                if (developer.integer >= 100)
                                                {
-                                                       Con_Printf("%s %i: ", shader->name, shader->numlayers - 1);
+                                                       Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
                                                        for (j = 0;j < numparameters;j++)
                                                                Con_Printf(" %s", parameter[j]);
                                                        Con_Print("\n");
@@ -1241,38 +1349,41 @@ void Mod_LoadQ3Shaders(void)
                                                                layer->clampmap = true;
                                                        layer->numframes = 1;
                                                        layer->framerate = 1;
-                                                       strlcpy(layer->texturename[0], parameter[1], sizeof(layer->texturename));
+                                                       layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
+                                                               &q3shader_data->char_ptrs);
+                                                       layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
                                                        if (!strcasecmp(parameter[1], "$lightmap"))
-                                                               shader->lighting = true;
+                                                               shader.lighting = true;
                                                }
                                                else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
                                                {
                                                        int i;
                                                        layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
                                                        layer->framerate = atof(parameter[1]);
+                                                       layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
                                                        for (i = 0;i < layer->numframes;i++)
-                                                               strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
+                                                               layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
                                                }
                                                else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
                                                {
                                                        int i;
                                                        for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
-                                                               layer->rgbgen_parms[i] = atof(parameter[i+2]);
-                                                            if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen = Q3RGBGEN_IDENTITY;
-                                                       else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen = Q3RGBGEN_CONST;
-                                                       else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen = Q3RGBGEN_ENTITY;
-                                                       else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen = Q3RGBGEN_EXACTVERTEX;
-                                                       else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
-                                                       else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
-                                                       else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen = Q3RGBGEN_ONEMINUSENTITY;
-                                                       else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
-                                                       else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen = Q3RGBGEN_VERTEX;
+                                                               layer->rgbgen.parms[i] = atof(parameter[i+2]);
+                                                            if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+                                                       else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
+                                                       else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
+                                                       else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
+                                                       else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
+                                                       else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
+                                                       else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
+                                                       else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
+                                                       else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
                                                        else if (!strcasecmp(parameter[1], "wave"))
                                                        {
-                                                               layer->rgbgen = Q3RGBGEN_WAVE;
-                                                               layer->rgbgen_wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
-                                                               for (i = 0;i < numparameters - 3 && i < Q3RGBGEN_MAXPARMS;i++)
-                                                                       layer->rgbgen_parms[i] = atof(parameter[i+3]);
+                                                               layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
+                                                               layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+                                                               for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+                                                                       layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
                                                        }
                                                        else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
                                                }
@@ -1280,21 +1391,21 @@ void Mod_LoadQ3Shaders(void)
                                                {
                                                        int i;
                                                        for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
-                                                               layer->alphagen_parms[i] = atof(parameter[i+2]);
-                                                            if (!strcasecmp(parameter[1], "identity"))         layer->alphagen = Q3ALPHAGEN_IDENTITY;
-                                                       else if (!strcasecmp(parameter[1], "const"))            layer->alphagen = Q3ALPHAGEN_CONST;
-                                                       else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen = Q3ALPHAGEN_ENTITY;
-                                                       else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
-                                                       else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
-                                                       else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
-                                                       else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen = Q3ALPHAGEN_PORTAL;
-                                                       else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen = Q3ALPHAGEN_VERTEX;
+                                                               layer->alphagen.parms[i] = atof(parameter[i+2]);
+                                                            if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+                                                       else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
+                                                       else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
+                                                       else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
+                                                       else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
+                                                       else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
+                                                       else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
+                                                       else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
                                                        else if (!strcasecmp(parameter[1], "wave"))
                                                        {
-                                                               layer->alphagen = Q3RGBGEN_WAVE;
-                                                               layer->alphagen_wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
-                                                               for (i = 0;i < numparameters - 3 && i < Q3ALPHAGEN_MAXPARMS;i++)
-                                                                       layer->alphagen_parms[i] = atof(parameter[i+3]);
+                                                               layer->alphagen.alphagen = Q3RGBGEN_WAVE;
+                                                               layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+                                                               for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+                                                                       layer->alphagen.waveparms[i] = atof(parameter[i+3]);
                                                        }
                                                        else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
                                                }
@@ -1304,12 +1415,12 @@ void Mod_LoadQ3Shaders(void)
                                                        // observed values: tcgen environment
                                                        // no other values have been observed in real shaders
                                                        for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
-                                                               layer->tcgen_parms[i] = atof(parameter[i+2]);
-                                                            if (!strcasecmp(parameter[1], "base"))        layer->tcgen = Q3TCGEN_TEXTURE;
-                                                       else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen = Q3TCGEN_TEXTURE;
-                                                       else if (!strcasecmp(parameter[1], "environment")) layer->tcgen = Q3TCGEN_ENVIRONMENT;
-                                                       else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen = Q3TCGEN_LIGHTMAP;
-                                                       else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen = Q3TCGEN_VECTOR;
+                                                               layer->tcgen.parms[i] = atof(parameter[i+2]);
+                                                            if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                                       else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                                       else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
+                                                       else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
+                                                       else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
                                                        else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
                                                }
                                                else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
@@ -1326,49 +1437,57 @@ void Mod_LoadQ3Shaders(void)
                                                        // tcmod turb sin # # # #  (this is bogus)
                                                        // no other values have been observed in real shaders
                                                        for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
-                                                               if (!layer->tcmod[tcmodindex])
+                                                               if (!layer->tcmods[tcmodindex].tcmod)
                                                                        break;
                                                        if (tcmodindex < Q3MAXTCMODS)
                                                        {
                                                                for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
-                                                                       layer->tcmod_parms[tcmodindex][i] = atof(parameter[i+2]);
-                                                                        if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmod[tcmodindex] = Q3TCMOD_ENTITYTRANSLATE;
-                                                               else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmod[tcmodindex] = Q3TCMOD_ROTATE;
-                                                               else if (!strcasecmp(parameter[1], "scale"))           layer->tcmod[tcmodindex] = Q3TCMOD_SCALE;
-                                                               else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmod[tcmodindex] = Q3TCMOD_SCROLL;
+                                                                       layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
+                                                                        if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
+                                                               else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
+                                                               else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
+                                                               else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
+                                                               else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
                                                                else if (!strcasecmp(parameter[1], "stretch"))
                                                                {
-                                                                       layer->tcmod[tcmodindex] = Q3TCMOD_STRETCH;
-                                                                       layer->tcmod_wavefunc[tcmodindex] = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
-                                                                       for (i = 0;i < numparameters - 3 && i < Q3TCMOD_MAXPARMS;i++)
-                                                                               layer->tcmod_parms[tcmodindex][i] = atof(parameter[i+3]);
+                                                                       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
+                                                                       layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+                                                                       for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+                                                                               layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
                                                                }
-                                                               else if (!strcasecmp(parameter[1], "transform"))       layer->tcmod[tcmodindex] = Q3TCMOD_TRANSFORM;
-                                                               else if (!strcasecmp(parameter[1], "turb"))            layer->tcmod[tcmodindex] = Q3TCMOD_TURBULENT;
+                                                               else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
+                                                               else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
                                                                else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
                                                        }
                                                        else
                                                                Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
                                                }
-                                               // break out a level if it was }
+                                               // break out a level if it was a closing brace (not using the character here to not confuse vim)
                                                if (!strcasecmp(com_token, "}"))
                                                        break;
                                        }
-                                       if (layer->rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen == Q3RGBGEN_VERTEX)
-                                               shader->lighting = true;
-                                       if (layer->alphagen == Q3ALPHAGEN_VERTEX)
+                                       if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
+                                               shader.lighting = true;
+                                       if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
                                        {
-                                               if (layer == shader->layers + 0)
+                                               if (layer == shader.layers + 0)
                                                {
                                                        // vertex controlled transparency
-                                                       shader->vertexalpha = true;
+                                                       shader.vertexalpha = true;
                                                }
                                                else
                                                {
                                                        // multilayer terrain shader or similar
-                                                       shader->textureblendalpha = true;
+                                                       shader.textureblendalpha = true;
                                                }
                                        }
+                                       layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+                                       if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
+                                               layer->texflags |= TEXF_MIPMAP;
+                                       if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP) && (r_picmipworld.integer || (layer->texturename && layer->texturename[0] && strncmp(layer->texturename[0], "textures/", 9))))
+                                               layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
+                                       if (layer->clampmap)
+                                               layer->texflags |= TEXF_CLAMP;
                                        continue;
                                }
                                numparameters = 0;
@@ -1382,11 +1501,13 @@ void Mod_LoadQ3Shaders(void)
                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                break;
                                }
+                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                                       parameter[j][0] = 0;
                                if (fileindex == 0 && !strcasecmp(com_token, "}"))
                                        break;
                                if (developer.integer >= 100)
                                {
-                                       Con_Printf("%s: ", shader->name);
+                                       Con_Printf("%s: ", shader.name);
                                        for (j = 0;j < numparameters;j++)
                                                Con_Printf(" %s", parameter[j]);
                                        Con_Print("\n");
@@ -1396,122 +1517,192 @@ void Mod_LoadQ3Shaders(void)
                                if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
                                {
                                        if (!strcasecmp(parameter[1], "alphashadow"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
+                                               shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
                                        else if (!strcasecmp(parameter[1], "areaportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
                                        else if (!strcasecmp(parameter[1], "botclip"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_BOTCLIP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
                                        else if (!strcasecmp(parameter[1], "clusterportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
                                        else if (!strcasecmp(parameter[1], "detail"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DETAIL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
                                        else if (!strcasecmp(parameter[1], "donotenter"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DONOTENTER;
+                                               shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
                                        else if (!strcasecmp(parameter[1], "dust"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_DUST;
+                                               shader.surfaceparms |= Q3SURFACEPARM_DUST;
                                        else if (!strcasecmp(parameter[1], "hint"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_HINT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_HINT;
                                        else if (!strcasecmp(parameter[1], "fog"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_FOG;
+                                               shader.surfaceparms |= Q3SURFACEPARM_FOG;
                                        else if (!strcasecmp(parameter[1], "lava"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LAVA;
+                                               shader.surfaceparms |= Q3SURFACEPARM_LAVA;
                                        else if (!strcasecmp(parameter[1], "lightfilter"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
+                                               shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
                                        else if (!strcasecmp(parameter[1], "lightgrid"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
+                                               shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
                                        else if (!strcasecmp(parameter[1], "metalsteps"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_METALSTEPS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
                                        else if (!strcasecmp(parameter[1], "nodamage"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODAMAGE;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
                                        else if (!strcasecmp(parameter[1], "nodlight"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODLIGHT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
                                        else if (!strcasecmp(parameter[1], "nodraw"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODRAW;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
                                        else if (!strcasecmp(parameter[1], "nodrop"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NODROP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NODROP;
                                        else if (!strcasecmp(parameter[1], "noimpact"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOIMPACT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
                                        else if (!strcasecmp(parameter[1], "nolightmap"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
                                        else if (!strcasecmp(parameter[1], "nomarks"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOMARKS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
                                        else if (!strcasecmp(parameter[1], "nomipmaps"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
                                        else if (!strcasecmp(parameter[1], "nonsolid"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_NONSOLID;
+                                               shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
                                        else if (!strcasecmp(parameter[1], "origin"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ORIGIN;
+                                               shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
                                        else if (!strcasecmp(parameter[1], "playerclip"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
+                                               shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
                                        else if (!strcasecmp(parameter[1], "sky"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SKY;
+                                               shader.surfaceparms |= Q3SURFACEPARM_SKY;
                                        else if (!strcasecmp(parameter[1], "slick"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SLICK;
+                                               shader.surfaceparms |= Q3SURFACEPARM_SLICK;
                                        else if (!strcasecmp(parameter[1], "slime"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_SLIME;
+                                               shader.surfaceparms |= Q3SURFACEPARM_SLIME;
                                        else if (!strcasecmp(parameter[1], "structural"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
                                        else if (!strcasecmp(parameter[1], "trans"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_TRANS;
+                                               shader.surfaceparms |= Q3SURFACEPARM_TRANS;
                                        else if (!strcasecmp(parameter[1], "water"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_WATER;
+                                               shader.surfaceparms |= Q3SURFACEPARM_WATER;
                                        else if (!strcasecmp(parameter[1], "pointlight"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
+                                               shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
                                        else if (!strcasecmp(parameter[1], "antiportal"))
-                                               shader->surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
+                                               shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
                                        else
                                                Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
                                }
+                               else if (!strcasecmp(parameter[0], "dpshadow"))
+                                       shader.dpshadow = true;
+                               else if (!strcasecmp(parameter[0], "dpnoshadow"))
+                                       shader.dpnoshadow = true;
                                else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
                                {
                                        // some q3 skies don't have the sky parm set
-                                       shader->surfaceparms |= Q3SURFACEPARM_SKY;
-                                       strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
+                                       shader.surfaceparms |= Q3SURFACEPARM_SKY;
+                                       strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
                                }
                                else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
                                {
                                        // some q3 skies don't have the sky parm set
-                                       shader->surfaceparms |= Q3SURFACEPARM_SKY;
+                                       shader.surfaceparms |= Q3SURFACEPARM_SKY;
                                        if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
-                                               strlcpy(shader->skyboxname, parameter[1], sizeof(shader->skyboxname));
+                                               strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
                                }
                                else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
                                {
                                        if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
-                                               shader->textureflags |= Q3TEXTUREFLAG_TWOSIDED;
+                                               shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
                                }
                                else if (!strcasecmp(parameter[0], "nomipmaps"))
-                                       shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
+                                       shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
                                else if (!strcasecmp(parameter[0], "nopicmip"))
-                                       shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+                                       shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+                               else if (!strcasecmp(parameter[0], "polygonoffset"))
+                                       shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+                               else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
+                                       shader.refractfactor = atof(parameter[1]);
+                                       Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
+                                       shader.reflectfactor = atof(parameter[1]);
+                                       Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+                                       shader.reflectmin = atof(parameter[1]);
+                                       shader.reflectmax = atof(parameter[2]);
+                                       shader.refractfactor = atof(parameter[3]);
+                                       shader.reflectfactor = atof(parameter[4]);
+                                       Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
+                                       Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+                                       shader.r_water_wateralpha = atof(parameter[11]);
+                               }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
-                                       if (!strcasecmp(parameter[1], "autosprite") && numparameters == 2)
-                                               shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE;
-                                       if (!strcasecmp(parameter[1], "autosprite2") && numparameters == 2)
-                                               shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE2;
+                                       int i, deformindex;
+                                       for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
+                                               if (!shader.deforms[deformindex].deform)
+                                                       break;
+                                       if (deformindex < Q3MAXDEFORMS)
+                                       {
+                                               for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
+                                                       shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
+                                                    if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+                                               else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+                                               else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+                                               else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
+                                               else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
+                                               else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
+                                               else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
+                                               else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
+                                               else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
+                                               else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
+                                               else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
+                                               else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
+                                               else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
+                                               else if (!strcasecmp(parameter[1], "wave"            ))
+                                               {
+                                                       shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
+                                                       shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+                                                       for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
+                                                               shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+                                               }
+                                               else if (!strcasecmp(parameter[1], "move"            ))
+                                               {
+                                                       shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
+                                                       shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+                                                       for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
+                                                               shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+                                               }
+                                       }
                                }
                        }
-                       // identify if this is a blended terrain shader or similar
-                       if (shader->numlayers)
+                       // pick the primary layer to render with
+                       if (shader.numlayers)
                        {
-                               shader->backgroundlayer = NULL;
-                               shader->primarylayer = shader->layers + 0;
-                               if ((shader->layers[0].blendfunc[0] == GL_ONE       && shader->layers[0].blendfunc[1] == GL_ZERO                && !shader->layers[0].alphatest)
-                               && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest)
-                               ||  (shader->layers[1].blendfunc[0] == GL_ONE       && shader->layers[1].blendfunc[1] == GL_ZERO                &&  shader->layers[1].alphatest)))
+                               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], "$lightmap"))
                                {
-                                       // terrain blending or other effects
-                                       shader->backgroundlayer = shader->layers + 0;
-                                       shader->primarylayer = shader->layers + 1;
+                                       shader.backgroundlayer = -1;
+                                       shader.primarylayer = 1;
                                }
-                               // now see if the lightmap came first, and if so choose the second texture instead
-                               if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
+                               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)))
                                {
-                                       shader->backgroundlayer = NULL;
-                                       shader->primarylayer = shader->layers + 1;
+                                       // 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);
+
+                       Q3Shader_AddToHash (&shader);
                }
                Mem_Free(f);
        }
@@ -1519,30 +1710,36 @@ void Mod_LoadQ3Shaders(void)
 
 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
 {
-       int i;
-       for (i = 0;i < Q3SHADER_MAXSHADERS;i++)
-               if (!strcasecmp(q3shaders_shaders[i].name, name))
-                       return q3shaders_shaders + i;
+       unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
+       q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
+       while (entry != NULL)
+       {
+               if (strcasecmp (entry->shader.name, name) == 0)
+                       return &entry->shader;
+               entry = entry->chain;
+       }
        return NULL;
 }
 
-extern cvar_t r_picmipworld;
-qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
+qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
 {
        int j;
-       int texflags;
        qboolean success = true;
        q3shaderinfo_t *shader;
+       if (!name)
+               name = "";
        strlcpy(texture->name, name, sizeof(texture->name));
-       shader = Mod_LookupQ3Shader(name);
+       shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
        if (shader)
        {
+               if (developer_loading.integer)
+                       Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
                texture->surfaceparms = shader->surfaceparms;
                texture->textureflags = shader->textureflags;
                texture->basematerialflags = 0;
                if (shader->surfaceparms & Q3SURFACEPARM_SKY)
                {
-                       texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
                        if (shader->skyboxname[0])
                        {
                                // quake3 seems to append a _ to the skybox name, so this must do so as well
@@ -1550,21 +1747,21 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                        }
                }
                else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
-                       texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
-               else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
-                       texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
+                       texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
                else
-                       texture->basematerialflags |= MATERIALFLAG_WALL;
+                       texture->basematerialflags = MATERIALFLAG_WALL;
                if (shader->layers[0].alphatest)
                        texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
                if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
-               if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                       texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
+               if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
+                       texture->biaspolygonoffset -= 2;
+               if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
+                       texture->basematerialflags |= MATERIALFLAG_REFRACTION;
+               if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
+                       texture->basematerialflags |= MATERIALFLAG_REFLECTION;
+               if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+                       texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
                texture->customblendfunc[0] = GL_ONE;
                texture->customblendfunc[1] = GL_ZERO;
                if (shader->numlayers > 0)
@@ -1606,59 +1803,70 @@ nothing                GL_ZERO GL_ONE
                }
                if (!shader->lighting)
                        texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
-               if (shader->primarylayer)
+               if (shader->primarylayer >= 0)
                {
-                       // copy over many shader->primarylayer parameters
-                       texture->rgbgen   = shader->primarylayer->rgbgen;
-                       texture->rgbgen_wavefunc = shader->primarylayer->rgbgen_wavefunc;
-                       texture->alphagen = shader->primarylayer->alphagen;
-                       texture->alphagen_wavefunc = shader->primarylayer->alphagen_wavefunc;
-                       texture->tcgen    = shader->primarylayer->tcgen;
-                       memcpy(texture->tcmod         , shader->primarylayer->tcmod         , sizeof(texture->tcmod));
-                       memcpy(texture->rgbgen_parms  , shader->primarylayer->rgbgen_parms  , sizeof(texture->rgbgen_parms));
-                       memcpy(texture->alphagen_parms, shader->primarylayer->alphagen_parms, sizeof(texture->alphagen_parms));
-                       memcpy(texture->tcgen_parms   , shader->primarylayer->tcgen_parms   , sizeof(texture->tcgen_parms));
-                       memcpy(texture->tcmod_parms   , shader->primarylayer->tcmod_parms   , sizeof(texture->tcmod_parms));
-                       memcpy(texture->tcmod_wavefunc, shader->primarylayer->tcmod_wavefunc, sizeof(texture->tcmod_wavefunc));
+                       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 = shader->primarylayer->numframes;
-                       texture->skinframerate = shader->primarylayer->framerate;
-                       for (j = 0;j < shader->primarylayer->numframes;j++)
+                       texture->numskinframes = primarylayer->numframes;
+                       texture->skinframerate = primarylayer->framerate;
+                       for (j = 0;j < primarylayer->numframes;j++)
                        {
-                               texflags = TEXF_ALPHA | TEXF_PRECACHE;
-                               if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
-                                       texflags |= TEXF_MIPMAP;
-                               if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
-                                       texflags |= TEXF_PICMIP;
-                               if (shader->primarylayer->clampmap)
-                                       texflags |= TEXF_CLAMP;
-                               if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false)))
+                               if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
                                {
-                                       Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name);
+                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
                                        texture->skinframes[j] = R_SkinFrame_LoadMissing();
                                }
                        }
                }
-               if (shader->backgroundlayer)
+               if (shader->backgroundlayer >= 0)
                {
-                       texture->backgroundnumskinframes = shader->backgroundlayer->numframes;
-                       texture->backgroundskinframerate = shader->backgroundlayer->framerate;
-                       for (j = 0;j < shader->backgroundlayer->numframes;j++)
+                       q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
+                       texture->backgroundnumskinframes = backgroundlayer->numframes;
+                       texture->backgroundskinframerate = backgroundlayer->framerate;
+                       for (j = 0;j < backgroundlayer->numframes;j++)
                        {
-                               if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+                               if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
                                {
-                                       Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name);
+                                       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();
                                }
                        }
                }
+               if (shader->dpshadow)
+                       texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
+               if (shader->dpnoshadow)
+                       texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
+               memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
+               texture->reflectmin = shader->reflectmin;
+               texture->reflectmax = shader->reflectmax;
+               texture->refractfactor = shader->refractfactor;
+               Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
+               texture->reflectfactor = shader->reflectfactor;
+               Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
+               texture->r_water_wateralpha = shader->r_water_wateralpha;
        }
-       else if (!strcmp(texture->name, "noshader"))
+       else if (!strcmp(texture->name, "noshader") || !texture->name[0])
+       {
+               if (developer.integer >= 100)
+                       Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
                texture->surfaceparms = 0;
+       }
+       else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
+       {
+               if (developer.integer >= 100)
+                       Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
+               texture->surfaceparms = 0;
+               texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+       }
        else
        {
-               success = false;
-               Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+               if (developer.integer >= 100)
+                       Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
                texture->surfaceparms = 0;
                if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
                        texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
@@ -1667,8 +1875,21 @@ nothing                GL_ZERO GL_ONE
                else
                        texture->basematerialflags |= MATERIALFLAG_WALL;
                texture->numskinframes = 1;
-               if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false)))
-                       Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, texture->name);
+               if (fallback)
+               {
+                       qboolean has_alpha;
+                       if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
+                       {
+                               if(has_alpha && (defaulttexflags & TEXF_ALPHA))
+                                       texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+                       }
+                       else
+                               success = false;
+               }
+               else
+                       success = false;
+               if (!success && warnmissing)
+                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
        }
        // init the animation variables
        texture->currentframe = texture;
@@ -1683,14 +1904,12 @@ nothing                GL_ZERO GL_ONE
 
 skinfile_t *Mod_LoadSkinFiles(void)
 {
-       int i, words, numtags, line, tagsetsused = false, wordsoverflow;
+       int i, words, line, wordsoverflow;
        char *text;
        const char *data;
        skinfile_t *skinfile = NULL, *first = NULL;
        skinfileitem_t *skinfileitem;
        char word[10][MAX_QPATH];
-       overridetagnameset_t tagsets[MAX_SKINS];
-       overridetagname_t tags[256];
 
 /*
 sample file:
@@ -1707,12 +1926,9 @@ tag_head,
 tag_weapon,
 tag_torso,
 */
-       memset(tagsets, 0, sizeof(tagsets));
        memset(word, 0, sizeof(word));
        for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
        {
-               numtags = 0;
-
                // If it's the first file we parse
                if (skinfile == NULL)
                {
@@ -1753,7 +1969,8 @@ tag_torso,
                        {
                                if (words == 3)
                                {
-                                       Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+                                       if (developer_loading.integer)
+                                               Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
                                        skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
                                        skinfileitem->next = skinfile->items;
                                        skinfile->items = skinfileitem;
@@ -1763,18 +1980,16 @@ tag_torso,
                                else
                                        Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
                        }
-                       else if (words == 2 && !strcmp(word[1], ","))
+                       else if (words >= 2 && !strncmp(word[0], "tag_", 4))
                        {
                                // tag name, like "tag_weapon,"
-                               Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
-                               memset(tags + numtags, 0, sizeof(tags[numtags]));
-                               strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
-                               numtags++;
+                               // not used for anything (not even in Quake3)
                        }
-                       else if (words == 3 && !strcmp(word[1], ","))
+                       else if (words >= 2 && !strcmp(word[1], ","))
                        {
                                // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
-                               Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+                               if (developer_loading.integer)
+                                       Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
                                skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
                                skinfileitem->next = skinfile->items;
                                skinfile->items = skinfileitem;
@@ -1785,21 +2000,6 @@ tag_torso,
                                Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
                }
                Mem_Free(text);
-
-               if (numtags)
-               {
-                       overridetagnameset_t *t;
-                       t = tagsets + i;
-                       t->num_overridetagnames = numtags;
-                       t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
-                       memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
-                       tagsetsused = true;
-               }
-       }
-       if (tagsetsused)
-       {
-               loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
-               memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
        }
        if (i)
                loadmodel->numskins = i;
@@ -1893,7 +2093,17 @@ static void Mod_BuildVBOs(void)
 
        // element buffer is easy because it's just one array
        if (loadmodel->surfmesh.num_triangles)
-               loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
+       {
+               if (loadmodel->surfmesh.data_element3s)
+               {
+                       int i;
+                       for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                               loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+                       loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
+               }
+               else
+                       loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
+       }
 
        // vertex buffer is several arrays and we put them in the same buffer
        //