]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/surface.c
Remove -Wno-unused-but-set-variable
[xonotic/netradiant.git] / tools / quake3 / q3map2 / surface.c
index 79649c89d58d915155bea343a610bfd7df6ea5e4..c8c6e4f433fe2d067615dea3bac49fba8963c341 100644 (file)
@@ -1,29 +1,30 @@
-/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+/* -------------------------------------------------------------------------------
+
+   Copyright (C) 1999-2007 id Software, Inc. and contributors.
+   For a list of contributors, see the accompanying CONTRIBUTORS file.
 
-This file is part of GtkRadiant.
+   This file is part of GtkRadiant.
 
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+   GtkRadiant is free software; you can redistribute it and/or modify
+   it under the terms of the GNU General Public License as published by
+   the Free Software Foundation; either version 2 of the License, or
+   (at your option) any later version.
 
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+   GtkRadiant is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+   GNU General Public License for more details.
 
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+   You should have received a copy of the GNU General Public License
+   along with GtkRadiant; if not, write to the Free Software
+   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 
-----------------------------------------------------------------------------------
+   ----------------------------------------------------------------------------------
 
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
+   This code has been altered significantly from its original form, to support
+   several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
-------------------------------------------------------------------------------- */
+   ------------------------------------------------------------------------------- */
 
 
 
@@ -38,107 +39,119 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
 
 /*
+   AllocDrawSurface()
+   ydnar: gs mods: changed to force an explicit type when allocating
+ */
 
-this section handles drawsurface allocation and creation
+mapDrawSurface_t *AllocDrawSurface( surfaceType_t type ){
+       mapDrawSurface_t    *ds;
 
-*/
 
-/*
-AllocDrawSurface()
-ydnar: gs mods: changed to force an explicit type when allocating
-*/
-
-mapDrawSurface_t *AllocDrawSurface( surfaceType_t type )
-{
-       mapDrawSurface_t        *ds;
-       
-       
        /* ydnar: gs mods: only allocate valid types */
-       if( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES )
+       if ( type <= SURFACE_BAD || type >= NUM_SURFACE_TYPES ) {
                Error( "AllocDrawSurface: Invalid surface type %d specified", type );
-       
+       }
+
        /* bounds check */
-       if( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS )
+       if ( numMapDrawSurfs >= MAX_MAP_DRAW_SURFS ) {
                Error( "MAX_MAP_DRAW_SURFS (%d) exceeded", MAX_MAP_DRAW_SURFS );
+       }
        ds = &mapDrawSurfs[ numMapDrawSurfs ];
        numMapDrawSurfs++;
-       
+
        /* ydnar: do initial surface setup */
        memset( ds, 0, sizeof( mapDrawSurface_t ) );
        ds->type = type;
        ds->planeNum = -1;
-       ds->fogNum = defaultFogNum;                             /* ydnar 2003-02-12 */
-       ds->outputNum = -1;                                             /* ydnar 2002-08-13 */
-       ds->surfaceNum = numMapDrawSurfs - 1;   /* ydnar 2003-02-16 */
-       
+       ds->fogNum = defaultFogNum;             /* ydnar 2003-02-12 */
+       ds->outputNum = -1;                     /* ydnar 2002-08-13 */
+       ds->surfaceNum = numMapDrawSurfs - 1;   /* ydnar 2003-02-16 */
+
        return ds;
 }
 
 
 
 /*
-FinishSurface()
-ydnar: general surface finish pass
-*/
+   FinishSurface()
+   ydnar: general surface finish pass
+ */
+
+void FinishSurface( mapDrawSurface_t *ds ){
+       mapDrawSurface_t    *ds2;
+
 
-void FinishSurface( mapDrawSurface_t *ds )
-{
        /* dummy check */
-       if( ds == NULL || ds->shaderInfo == NULL )
+       if ( ds->type <= SURFACE_BAD || ds->type >= NUM_SURFACE_TYPES || ds == NULL || ds->shaderInfo == NULL ) {
                return;
-       
+       }
+
        /* ydnar: rocking tek-fu celshading */
-       if( ds->celShader != NULL )
+       if ( ds->celShader != NULL ) {
                MakeCelSurface( ds, ds->celShader );
-       
+       }
+
+       /* backsides stop here */
+       if ( ds->backSide ) {
+               return;
+       }
+
        /* ydnar: rocking surface cloning (fur baby yeah!) */
-       if( ds->shaderInfo->cloneShader[ 0 ] != '\0' )
+       if ( ds->shaderInfo->cloneShader != NULL && ds->shaderInfo->cloneShader[ 0 ] != '\0' ) {
                CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->cloneShader ) );
+       }
+
+       /* ydnar: q3map_backShader support */
+       if ( ds->shaderInfo->backShader != NULL && ds->shaderInfo->backShader[ 0 ] != '\0' ) {
+               ds2 = CloneSurface( ds, ShaderInfoForShader( ds->shaderInfo->backShader ) );
+               ds2->backSide = qtrue;
+       }
 }
 
 
 
 /*
-CloneSurface()
-clones a map drawsurface, using the specified shader
-*/
-
-mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si )
-{
-       mapDrawSurface_t        *ds;
-       
-       
+   CloneSurface()
+   clones a map drawsurface, using the specified shader
+ */
+
+mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
+       mapDrawSurface_t    *ds;
+
+
        /* dummy check */
-       if( src == NULL || si == NULL )
+       if ( src == NULL || si == NULL ) {
                return NULL;
-       
+       }
+
        /* allocate a new surface */
        ds = AllocDrawSurface( src->type );
-       if( ds == NULL )
+       if ( ds == NULL ) {
                return NULL;
-       
+       }
+
        /* copy it */
        memcpy( ds, src, sizeof( *ds ) );
-       
+
        /* destroy side reference */
        ds->sideRef = NULL;
-       
+
        /* set shader */
        ds->shaderInfo = si;
-       
+
        /* copy verts */
-       if( ds->numVerts > 0 )
-       {
+       if ( ds->numVerts > 0 ) {
                ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
                memcpy( ds->verts, src->verts, ds->numVerts * sizeof( *ds->verts ) );
        }
-       
+
        /* copy indexes */
-       if( ds->numIndexes <= 0 )
+       if ( ds->numIndexes <= 0 ) {
                return ds;
+       }
        ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
        memcpy( ds->indexes, src->indexes, ds->numIndexes * sizeof( *ds->indexes ) );
-       
+
        /* return the surface */
        return ds;
 }
@@ -146,33 +159,36 @@ mapDrawSurface_t *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si )
 
 
 /*
-MakeCelSurface() - ydnar
-makes a copy of a surface, but specific to cel shading
-*/
-
-mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si )
-{
-       mapDrawSurface_t        *ds;
-       
-       
+   MakeCelSurface() - ydnar
+   makes a copy of a surface, but specific to cel shading
+ */
+
+mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si ){
+       mapDrawSurface_t    *ds;
+
+
        /* dummy check */
-       if( src == NULL || si == NULL )
+       if ( src == NULL || si == NULL ) {
                return NULL;
-       
+       }
+
        /* don't create cel surfaces for certain types of shaders */
-       if( (src->shaderInfo->compileFlags & C_TRANSLUCENT) ||
-               (src->shaderInfo->compileFlags & C_SKY) )
+       if ( ( src->shaderInfo->compileFlags & C_TRANSLUCENT ) ||
+                ( src->shaderInfo->compileFlags & C_SKY ) ) {
                return NULL;
-       
+       }
+
        /* make a copy */
        ds = CloneSurface( src, si );
-       if( ds == NULL )
+       if ( ds == NULL ) {
                return NULL;
-       
+       }
+
        /* do some fixups for celshading */
        ds->planar = qfalse;
        ds->planeNum = -1;
-       
+       ds->celShader = NULL; /* don't cel shade cels :P */
+
        /* return the surface */
        return ds;
 }
@@ -180,41 +196,42 @@ mapDrawSurface_t *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si )
 
 
 /*
-MakeSkyboxSurface() - ydnar
-generates a skybox surface, viewable from everywhere there is sky
-*/
-
-mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src )
-{
-       int                                     i;
-       mapDrawSurface_t        *ds;
-       
-       
+   MakeSkyboxSurface() - ydnar
+   generates a skybox surface, viewable from everywhere there is sky
+ */
+
+mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src ){
+       int i;
+       mapDrawSurface_t    *ds;
+
+
        /* dummy check */
-       if( src == NULL )
+       if ( src == NULL ) {
                return NULL;
-       
+       }
+
        /* make a copy */
        ds = CloneSurface( src, src->shaderInfo );
-       if( ds == NULL )
+       if ( ds == NULL ) {
                return NULL;
-       
+       }
+
        /* set parent */
        ds->parent = src;
-       
+
        /* scale the surface vertexes */
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
        {
                m4x4_transform_point( skyboxTransform, ds->verts[ i ].xyz );
-               
+
                /* debug code */
                //%     bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 1 ] = 0;
                //%     bspDrawVerts[ bspDrawSurfaces[ ds->outputNum ].firstVert + i ].color[ 0 ][ 2 ] = 0;
        }
-       
+
        /* so backface culling creep doesn't bork the surface */
        VectorClear( ds->lightmapVecs[ 2 ] );
-       
+
        /* return the surface */
        return ds;
 }
@@ -222,28 +239,28 @@ mapDrawSurface_t *MakeSkyboxSurface( mapDrawSurface_t *src )
 
 
 /*
-IsTriangleDegenerate
-returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
-*/
-
-#define        TINY_AREA       1.0f
-
-qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c )
-{
-       vec3_t          v1, v2, v3;
-       float           d;
-       
-       
+   IsTriangleDegenerate
+   returns qtrue if all three points are colinear, backwards, or the triangle is just plain bogus
+ */
+
+#define TINY_AREA   1.0f
+
+qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c ){
+       vec3_t v1, v2, v3;
+       float d;
+
+
        /* calcuate the area of the triangle */
        VectorSubtract( points[ b ].xyz, points[ a ].xyz, v1 );
        VectorSubtract( points[ c ].xyz, points[ a ].xyz, v2 );
        CrossProduct( v1, v2, v3 );
        d = VectorLength( v3 );
-       
+
        /* assume all very small or backwards triangles will cause problems */
-       if( d < TINY_AREA )
+       if ( d < TINY_AREA ) {
                return qtrue;
-       
+       }
+
        /* must be a good triangle */
        return qfalse;
 }
@@ -251,22 +268,23 @@ qboolean IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c )
 
 
 /*
-ClearSurface() - ydnar
-clears a surface and frees any allocated memory
-*/
+   ClearSurface() - ydnar
+   clears a surface and frees any allocated memory
+ */
 
-void ClearSurface( mapDrawSurface_t *ds )
-{
+void ClearSurface( mapDrawSurface_t *ds ){
        ds->type = SURFACE_BAD;
        ds->planar = qfalse;
        ds->planeNum = -1;
        ds->numVerts = 0;
-       if( ds->verts != NULL )
+       if ( ds->verts != NULL ) {
                free( ds->verts );
+       }
        ds->verts = NULL;
        ds->numIndexes = 0;
-       if( ds->indexes != NULL )
+       if ( ds->indexes != NULL ) {
                free( ds->indexes );
+       }
        ds->indexes = NULL;
        numClearedSurfaces++;
 }
@@ -274,50 +292,51 @@ void ClearSurface( mapDrawSurface_t *ds )
 
 
 /*
-TidyEntitySurfaces() - ydnar
-deletes all empty or bad surfaces from the surface list
-*/
-
-void TidyEntitySurfaces( entity_t *e )
-{
-       int                                     i, j, deleted;
-       mapDrawSurface_t        *out, *in;
-       
-       
+   TidyEntitySurfaces() - ydnar
+   deletes all empty or bad surfaces from the surface list
+ */
+
+void TidyEntitySurfaces( entity_t *e ){
+       int i, j, deleted;
+       mapDrawSurface_t    *out, *in = NULL;
+
+
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- TidyEntitySurfaces ---\n" );
-       
+
        /* walk the surface list */
        deleted = 0;
-       for( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
+       for ( i = e->firstDrawSurf, j = e->firstDrawSurf; j < numMapDrawSurfs; i++, j++ )
        {
                /* get out surface */
                out = &mapDrawSurfs[ i ];
-               
+
                /* walk the surface list again until a proper surface is found */
-               for( j; j < numMapDrawSurfs; j++ )
+               for ( ; j < numMapDrawSurfs; j++ )
                {
                        /* get in surface */
                        in = &mapDrawSurfs[ j ];
-                       
+
                        /* this surface ok? */
-                       if( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
-                               (in->type != SURFACE_BAD && in->numVerts > 0) )
+                       if ( in->type == SURFACE_FLARE || in->type == SURFACE_SHADER ||
+                                ( in->type != SURFACE_BAD && in->numVerts > 0 ) ) {
                                break;
-                       
+                       }
+
                        /* nuke it */
                        ClearSurface( in );
                        deleted++;
                }
-               
+
                /* copy if necessary */
-               if( i != j )
+               if ( i != j ) {
                        memcpy( out, in, sizeof( mapDrawSurface_t ) );
+               }
        }
-       
+
        /* set the new number of drawsurfs */
        numMapDrawSurfs = i;
-       
+
        /* emit some stats */
        Sys_FPrintf( SYS_VRB, "%9d empty or malformed surfaces deleted\n", deleted );
 }
@@ -325,40 +344,42 @@ void TidyEntitySurfaces( entity_t *e )
 
 
 /*
-CalcSurfaceTextureRange() - ydnar
-calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]
-*/
-
-qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds )
-{
-       int             i, j, v, size[ 2 ];
-       float   mins[ 2 ], maxs[ 2 ];
-       
-       
+   CalcSurfaceTextureRange() - ydnar
+   calculates the clamped texture range for a given surface, returns qtrue if it's within [-texRange,texRange]
+ */
+
+qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds ){
+       int i, j, v, size[ 2 ];
+       float mins[ 2 ], maxs[ 2 ];
+
+
        /* try to early out */
-       if( ds->numVerts <= 0 )
+       if ( ds->numVerts <= 0 ) {
                return qtrue;
-       
+       }
+
        /* walk the verts and determine min/max st values */
        mins[ 0 ] = 999999;
        mins[ 1 ] = 999999;
        maxs[ 0 ] = -999999;
        maxs[ 1 ] = -999999;
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
        {
-               for( j = 0; j < 2; j++ )
+               for ( j = 0; j < 2; j++ )
                {
-                       if( ds->verts[ i ].st[ j ] < mins[ j ] )
+                       if ( ds->verts[ i ].st[ j ] < mins[ j ] ) {
                                mins[ j ] = ds->verts[ i ].st[ j ];
-                       if( ds->verts[ i ].st[ j ] > maxs[ j ] )
+                       }
+                       if ( ds->verts[ i ].st[ j ] > maxs[ j ] ) {
                                maxs[ j ] = ds->verts[ i ].st[ j ];
+                       }
                }
        }
-       
+
        /* clamp to integer range and calculate surface bias values */
-       for( j = 0; j < 2; j++ )
-               ds->bias[ j ] = -floor( 0.5f * (mins[ j ] + maxs[ j ]) );
-       
+       for ( j = 0; j < 2; j++ )
+               ds->bias[ j ] = -floor( 0.5f * ( mins[ j ] + maxs[ j ] ) );
+
        /* find biased texture coordinate mins/maxs */
        size[ 0 ] = ds->shaderInfo->shaderWidth;
        size[ 1 ] = ds->shaderInfo->shaderHeight;
@@ -366,33 +387,37 @@ qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds )
        ds->texMins[ 1 ] = 999999;
        ds->texMaxs[ 0 ] = -999999;
        ds->texMaxs[ 1 ] = -999999;
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
        {
-               for( j = 0; j < 2; j++ )
+               for ( j = 0; j < 2; j++ )
                {
-                       v = ((float) ds->verts[ i ].st[ j ] + ds->bias[ j ]) * size[ j ];
-                       if( v < ds->texMins[ j ] )
+                       v = ( (float) ds->verts[ i ].st[ j ] + ds->bias[ j ] ) * size[ j ];
+                       if ( v < ds->texMins[ j ] ) {
                                ds->texMins[ j ] = v;
-                       if( v > ds->texMaxs[ j ] )
+                       }
+                       if ( v > ds->texMaxs[ j ] ) {
                                ds->texMaxs[ j ] = v;
+                       }
                }
        }
-       
+
        /* calc ranges */
-       for( j = 0; j < 2; j++ )
-               ds->texRange[ j ] = (ds->texMaxs[ j ] - ds->texMins[ j ]);
-       
+       for ( j = 0; j < 2; j++ )
+               ds->texRange[ j ] = ( ds->texMaxs[ j ] - ds->texMins[ j ] );
+
        /* if range is zero, then assume unlimited precision */
-       if( texRange == 0 )
+       if ( texRange == 0 ) {
                return qtrue;
-       
+       }
+
        /* within range? */
-       for( j = 0; j < 2; j++ )
+       for ( j = 0; j < 2; j++ )
        {
-               if( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange )
+               if ( ds->texMins[ j ] < -texRange || ds->texMaxs[ j ] > texRange ) {
                        return qfalse;
+               }
        }
-       
+
        /* within range */
        return qtrue;
 }
@@ -400,50 +425,52 @@ qboolean CalcSurfaceTextureRange( mapDrawSurface_t *ds )
 
 
 /*
-CalcLightmapAxis() - ydnar
-gives closed lightmap axis for a plane normal
-*/
-
-qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis )
-{
-       vec3_t  absolute;
-               
-       
+   CalcLightmapAxis() - ydnar
+   gives closed lightmap axis for a plane normal
+ */
+
+qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis ){
+       vec3_t absolute;
+
+
        /* test */
-       if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f )
-       {
+       if ( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && normal[ 2 ] == 0.0f ) {
                VectorClear( axis );
                return qfalse;
        }
-       
+
        /* get absolute normal */
        absolute[ 0 ] = fabs( normal[ 0 ] );
        absolute[ 1 ] = fabs( normal[ 1 ] );
        absolute[ 2 ] = fabs( normal[ 2 ] );
-       
+
        /* test and set */
-       if( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f )
-       {
-               if( normal[ 2 ] > 0.0f )
+       if ( absolute[ 2 ] > absolute[ 0 ] - 0.0001f && absolute[ 2 ] > absolute[ 1 ] - 0.0001f ) {
+               if ( normal[ 2 ] > 0.0f ) {
                        VectorSet( axis, 0.0f, 0.0f, 1.0f );
-               else
+               }
+               else{
                        VectorSet( axis, 0.0f, 0.0f, -1.0f );
+               }
        }
-       else if( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f )
-       {
-               if( normal[ 0 ] > 0.0f )
+       else if ( absolute[ 0 ] > absolute[ 1 ] - 0.0001f && absolute[ 0 ] > absolute[ 2 ] - 0.0001f ) {
+               if ( normal[ 0 ] > 0.0f ) {
                        VectorSet( axis, 1.0f, 0.0f, 0.0f );
-               else
+               }
+               else{
                        VectorSet( axis, -1.0f, 0.0f, 0.0f );
+               }
        }
        else
        {
-               if( normal[ 1 ] > 0.0f )
+               if ( normal[ 1 ] > 0.0f ) {
                        VectorSet( axis, 0.0f, 1.0f, 0.0f );
-               else
+               }
+               else{
                        VectorSet( axis, 0.0f, -1.0f, 0.0f );
+               }
        }
-       
+
        /* return ok */
        return qtrue;
 }
@@ -451,84 +478,81 @@ qboolean CalcLightmapAxis( vec3_t normal, vec3_t axis )
 
 
 /*
-ClassifySurfaces() - ydnar
-fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
-*/
-
-#define PLANAR_EPSILON 0.5f    //% 0.126f 0.25f
-
-void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )
-{
-       int                                     i, bestAxis;
-       float                           dist;
-       vec4_t                          plane;
-       shaderInfo_t            *si;
-       static vec3_t           axii[ 6 ] =
-                                               {
-                                                       { 0, 0, -1 },
-                                                       { 0, 0, 1 },
-                                                       { -1, 0, 0 },
-                                                       { 1, 0, 0 },
-                                                       { 0, -1, 0 },
-                                                       { 0, 1, 0 }
-                                               };
-       
-       
+   ClassifySurfaces() - ydnar
+   fills out a bunch of info in the surfaces, including planar status, lightmap projection, and bounding box
+ */
+
+#define PLANAR_EPSILON  0.5f    //% 0.126f 0.25f
+
+void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds ){
+       int i, bestAxis;
+       float dist;
+       vec4_t plane;
+       shaderInfo_t        *si;
+       static vec3_t axii[ 6 ] =
+       {
+               { 0, 0, -1 },
+               { 0, 0, 1 },
+               { -1, 0, 0 },
+               { 1, 0, 0 },
+               { 0, -1, 0 },
+               { 0, 1, 0 }
+       };
+
+
        /* walk the list of surfaces */
-       for( numSurfs; numSurfs > 0; numSurfs--, ds++ )
+       for ( ; numSurfs > 0; numSurfs--, ds++ )
        {
                /* ignore bogus (or flare) surfaces */
-               if( ds->type == SURFACE_BAD || ds->numVerts <= 0 )
+               if ( ds->type == SURFACE_BAD || ds->numVerts <= 0 ) {
                        continue;
-               
+               }
+
                /* get shader */
                si = ds->shaderInfo;
-               
+
                /* -----------------------------------------------------------------
                   force meta if vertex count is too high or shader requires it
                   ----------------------------------------------------------------- */
-               
-               if( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE )
-               {
-                       if( ds->numVerts > SHADER_MAX_VERTEXES )
+
+               if ( ds->type != SURFACE_PATCH && ds->type != SURFACE_FACE ) {
+                       if ( ds->numVerts > SHADER_MAX_VERTEXES ) {
                                ds->type = SURFACE_FORCED_META;
+                       }
                }
-               
+
                /* -----------------------------------------------------------------
-                  plane and bounding box classification 
+                  plane and bounding box classification
                   ----------------------------------------------------------------- */
-               
+
                /* set surface bounding box */
                ClearBounds( ds->mins, ds->maxs );
-               for( i = 0; i < ds->numVerts; i++ )
+               for ( i = 0; i < ds->numVerts; i++ )
                        AddPointToBounds( ds->verts[ i ].xyz, ds->mins, ds->maxs );
-               
+
                /* try to get an existing plane */
-               if( ds->planeNum >= 0 )
-               {
+               if ( ds->planeNum >= 0 ) {
                        VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
                        plane[ 3 ] = mapplanes[ ds->planeNum ].dist;
                }
-               
+
                /* construct one from the first vert with a valid normal */
                else
                {
                        VectorClear( plane );
                        plane[ 3 ] = 0.0f;
-                       for( i = 0; i < ds->numVerts; i++ )
+                       for ( i = 0; i < ds->numVerts; i++ )
                        {
-                               if( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f )
-                               {
+                               if ( ds->verts[ i ].normal[ 0 ] != 0.0f && ds->verts[ i ].normal[ 1 ] != 0.0f && ds->verts[ i ].normal[ 2 ] != 0.0f ) {
                                        VectorCopy( ds->verts[ i ].normal, plane );
                                        plane[ 3 ] = DotProduct( ds->verts[ i ].xyz, plane );
                                        break;
                                }
                        }
                }
-               
+
                /* test for bogus plane */
-               if( VectorLength( plane ) <= 0.0f )
-               {
+               if ( VectorLength( plane ) <= 0.0f ) {
                        ds->planar = qfalse;
                        ds->planeNum = -1;
                }
@@ -536,17 +560,16 @@ void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )
                {
                        /* determine if surface is planar */
                        ds->planar = qtrue;
-                       
+
                        /* test each vert */
-                       for( i = 0; i < ds->numVerts; i++ )
+                       for ( i = 0; i < ds->numVerts; i++ )
                        {
                                /* point-plane test */
                                dist = DotProduct( ds->verts[ i ].xyz, plane ) - plane[ 3 ];
-                               if( fabs( dist ) > PLANAR_EPSILON )
-                               {
+                               if ( fabs( dist ) > PLANAR_EPSILON ) {
                                        //%     if( ds->planeNum >= 0 )
                                        //%     {
-                                       //%             Sys_Printf( "WARNING: Planar surface marked unplanar (%f > %f)\n", fabs( dist ), PLANAR_EPSILON );
+                                       //%             Sys_FPrintf( SYS_WRN, "WARNING: Planar surface marked unplanar (%f > %f)\n", fabs( dist ), PLANAR_EPSILON );
                                        //%             ds->verts[ i ].color[ 0 ][ 0 ] = ds->verts[ i ].color[ 0 ][ 2 ] = 0;
                                        //%     }
                                        ds->planar = qfalse;
@@ -554,12 +577,12 @@ void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )
                                }
                        }
                }
-               
+
                /* find map plane if necessary */
-               if( ds->planar )
-               {
-                       if( ds->planeNum < 0 )
+               if ( ds->planar ) {
+                       if ( ds->planeNum < 0 ) {
                                ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &ds->verts[ 0 ].xyz );
+                       }
                        VectorCopy( plane, ds->lightmapVecs[ 2 ] );
                }
                else
@@ -567,72 +590,86 @@ void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )
                        ds->planeNum = -1;
                        VectorClear( ds->lightmapVecs[ 2 ] );
                        //% if( ds->type == SURF_META || ds->type == SURF_FACE )
-                       //%             Sys_Printf( "WARNING: Non-planar face (%d): %s\n", ds->planeNum, ds->shaderInfo->shader );
+                       //%             Sys_FPrintf( SYS_WRN, "WARNING: Non-planar face (%d): %s\n", ds->planeNum, ds->shaderInfo->shader );
                }
-               
+
                /* -----------------------------------------------------------------
                   lightmap bounds and axis projection
                   ----------------------------------------------------------------- */
-               
+
                /* vertex lit surfaces don't need this information */
-               if( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES )
-               {
+               if ( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES ) {
                        VectorClear( ds->lightmapAxis );
                        //%     VectorClear( ds->lightmapVecs[ 2 ] );
                        ds->sampleSize = 0;
                        continue;
                }
-               
+
                /* the shader can specify an explicit lightmap axis */
-               if( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] )
+               if ( si->lightmapAxis[ 0 ] || si->lightmapAxis[ 1 ] || si->lightmapAxis[ 2 ] ) {
                        VectorCopy( si->lightmapAxis, ds->lightmapAxis );
-               else if( ds->type == SURFACE_FORCED_META )
+               }
+               else if ( ds->type == SURFACE_FORCED_META ) {
                        VectorClear( ds->lightmapAxis );
-               else if( ds->planar )
+               }
+               else if ( ds->planar ) {
                        CalcLightmapAxis( plane, ds->lightmapAxis );
+               }
                else
                {
                        /* find best lightmap axis */
-                       for( bestAxis = 0; bestAxis < 6; bestAxis++ )
+                       for ( bestAxis = 0; bestAxis < 6; bestAxis++ )
                        {
-                               for( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
+                               for ( i = 0; i < ds->numVerts && bestAxis < 6; i++ )
                                {
                                        //% Sys_Printf( "Comparing %1.3f %1.3f %1.3f to %1.3f %1.3f %1.3f\n",
-                                       //%     ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],
-                                       //%     axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
-                                       if( DotProduct( ds->verts[ i ].normal, axii[ bestAxis ] ) < 0.25f )     /* fixme: adjust this tolerance to taste */
+                                       //%     ds->verts[ i ].normal[ 0 ], ds->verts[ i ].normal[ 1 ], ds->verts[ i ].normal[ 2 ],
+                                       //%     axii[ bestAxis ][ 0 ], axii[ bestAxis ][ 1 ], axii[ bestAxis ][ 2 ] );
+                                       if ( DotProduct( ds->verts[ i ].normal, axii[ bestAxis ] ) < 0.25f ) { /* fixme: adjust this tolerance to taste */
                                                break;
+                                       }
                                }
-                               
-                               if( i == ds->numVerts )
+
+                               if ( i == ds->numVerts ) {
                                        break;
+                               }
                        }
-                       
+
                        /* set axis if possible */
-                       if( bestAxis < 6 )
-                       {
+                       if ( bestAxis < 6 ) {
                                //% if( ds->type == SURFACE_PATCH )
-                               //%     Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
+                               //%     Sys_Printf( "Mapped axis %d onto patch\n", bestAxis );
                                VectorCopy( axii[ bestAxis ], ds->lightmapAxis );
                        }
-                       
+
                        /* debug code */
                        //% if( ds->type == SURFACE_PATCH )
-                       //%     Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
+                       //%     Sys_Printf( "Failed to map axis %d onto patch\n", bestAxis );
                }
-               
-               /* get lightmap sample size */
-               if( ds->sampleSize <= 0 )
-               {
-                       ds->sampleSize = sampleSize;
-                       if( ds->shaderInfo->lightmapSampleSize )
-                               ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
-                       if( ds->lightmapScale > 0 )
-                               ds->sampleSize *= ds->lightmapScale;
-                       if( ds->sampleSize <= 0 )
-                               ds->sampleSize = 1;
-                       else if( ds->sampleSize > 16384 )       /* powers of 2 are preferred */
-                               ds->sampleSize = 16384;
+
+               /* calculate lightmap sample size */
+               if ( ds->shaderInfo->lightmapSampleSize > 0 ) { /* shader value overrides every other */
+                       ds->sampleSize = ds->shaderInfo->lightmapSampleSize;
+               }
+               else if ( ds->sampleSize <= 0 ) { /* may contain the entity asigned value */
+                       ds->sampleSize = sampleSize; /* otherwise use global default */
+
+               }
+               if ( ds->lightmapScale > 0.0f ) { /* apply surface lightmap scaling factor */
+                       ds->sampleSize = ds->lightmapScale * (float)ds->sampleSize;
+                       ds->lightmapScale = 0; /* applied */
+               }
+
+               if ( ds->sampleSize < minSampleSize ) {
+                       ds->sampleSize = minSampleSize;
+               }
+
+               if ( ds->sampleSize < 1 ) {
+                       ds->sampleSize = 1;
+               }
+
+               if ( ds->sampleSize > 16384 ) { /* powers of 2 are preferred */
+                       ds->sampleSize = 16384;
                }
        }
 }
@@ -640,22 +677,24 @@ void ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds )
 
 
 /*
-ClassifyEntitySurfaces() - ydnar
-classifies all surfaces in an entity
-*/
-
-void ClassifyEntitySurfaces( entity_t *e )
-{
-       int             i;
-       
-       
+   ClassifyEntitySurfaces() - ydnar
+   classifies all surfaces in an entity
+ */
+
+void ClassifyEntitySurfaces( entity_t *e ){
+       int i;
+
+
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- ClassifyEntitySurfaces ---\n" );
-       
+
        /* walk the surface list */
-       for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
+       for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
+       {
+               FinishSurface( &mapDrawSurfs[ i ] );
                ClassifySurfaces( 1, &mapDrawSurfs[ i ] );
-       
+       }
+
        /* tidy things up */
        TidyEntitySurfaces( e );
 }
@@ -663,72 +702,80 @@ void ClassifyEntitySurfaces( entity_t *e )
 
 
 /*
-GetShaderIndexForPoint() - ydnar
-for shader-indexed surfaces (terrain), find a matching index from the indexmap
-*/
-
-byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point )
-{
-       int                     i, x, y;
-       float           s, t;
-       vec3_t          mins, maxs, size;
-       
-       
+   GetShaderIndexForPoint() - ydnar
+   for shader-indexed surfaces (terrain), find a matching index from the indexmap
+ */
+
+byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t point ){
+       int i, x, y;
+       float s, t;
+       vec3_t mins, maxs, size;
+
+
        /* early out if no indexmap */
-       if( im == NULL )
+       if ( im == NULL ) {
                return 0;
-       
+       }
+
        /* this code is really broken */
        #if 0
-               /* legacy precision fudges for terrain */
-               for( i = 0; i < 3; i++ )
-               {
-                       mins[ i ] = floor( eMins[ i ] + 0.1 );
-                       maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
-                       size[ i ] = maxs[ i ] - mins[ i ];
-               }
-               
-               /* find st (fixme: support more than just z-axis projection) */
-               s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
-               t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
-               if( s < 0.0f )
-                       s = 0.0f;
-               else if( s > 1.0f )
-                       s = 1.0f;
-               if( t < 0.0f )
-                       t = 0.0f;
-               else if( t > 1.0f )
-                       t = 1.0f;
-               
-               /* make xy */
-               x = (im->w - 1) * s;
-               y = (im->h - 1) * t;
+       /* legacy precision fudges for terrain */
+       for ( i = 0; i < 3; i++ )
+       {
+               mins[ i ] = floor( eMins[ i ] + 0.1 );
+               maxs[ i ] = floor( eMaxs[ i ] + 0.1 );
+               size[ i ] = maxs[ i ] - mins[ i ];
+       }
+
+       /* find st (fixme: support more than just z-axis projection) */
+       s = floor( point[ 0 ] + 0.1f - mins[ 0 ] ) / size[ 0 ];
+       t = floor( maxs[ 1 ] - point[ 1 ] + 0.1f ) / size[ 1 ];
+       if ( s < 0.0f ) {
+               s = 0.0f;
+       }
+       else if ( s > 1.0f ) {
+               s = 1.0f;
+       }
+       if ( t < 0.0f ) {
+               t = 0.0f;
+       }
+       else if ( t > 1.0f ) {
+               t = 1.0f;
+       }
+
+       /* make xy */
+       x = ( im->w - 1 ) * s;
+       y = ( im->h - 1 ) * t;
        #else
-               /* get size */
-               for( i = 0; i < 3; i++ )
-               {
-                       mins[ i ] = eMins[ i ];
-                       maxs[ i ] = eMaxs[ i ];
-                       size[ i ] = maxs[ i ] - mins[ i ];
-               }
-               
-               /* calc st */
-               s = (point[ 0 ] - mins[ 0 ]) / size[ 0 ];
-               t = (maxs[ 1 ] - point[ 1 ]) / size[ 1 ];
-               
-               /* calc xy */
-               x = s * im->w;
-               y = t * im->h;
-               if( x < 0 )
-                       x = 0;
-               else if( x > (im->w - 1) )
-                       x = (im->w - 1);
-               if( y < 0 )
-                       y = 0;
-               else if( y > (im->h - 1) )
-                       y = (im->h - 1);
+       /* get size */
+       for ( i = 0; i < 3; i++ )
+       {
+               mins[ i ] = eMins[ i ];
+               maxs[ i ] = eMaxs[ i ];
+               size[ i ] = maxs[ i ] - mins[ i ];
+       }
+
+       /* calc st */
+       s = ( point[ 0 ] - mins[ 0 ] ) / size[ 0 ];
+       t = ( maxs[ 1 ] - point[ 1 ] ) / size[ 1 ];
+
+       /* calc xy */
+       x = s * im->w;
+       y = t * im->h;
+       if ( x < 0 ) {
+               x = 0;
+       }
+       else if ( x > ( im->w - 1 ) ) {
+               x = ( im->w - 1 );
+       }
+       if ( y < 0 ) {
+               y = 0;
+       }
+       else if ( y > ( im->h - 1 ) ) {
+               y = ( im->h - 1 );
+       }
        #endif
-       
+
        /* return index */
        return im->pixels[ y * im->w + x ];
 }
@@ -736,75 +783,83 @@ byte GetShaderIndexForPoint( indexMap_t *im, vec3_t eMins, vec3_t eMaxs, vec3_t
 
 
 /*
-GetIndexedShader() - ydnar
-for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place
-this combines a couple different functions from terrain.c
-*/
-
-shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes )
-{
-       int                             i;
-       byte                    minShaderIndex, maxShaderIndex;
-       char                    shader[ MAX_QPATH ];
-       shaderInfo_t    *si;
-       
-       
+   GetIndexedShader() - ydnar
+   for a given set of indexes and an indexmap, get a shader and set the vertex alpha in-place
+   this combines a couple different functions from terrain.c
+ */
+
+shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoints, byte *shaderIndexes ){
+       int i;
+       byte minShaderIndex, maxShaderIndex;
+       char shader[ MAX_QPATH ];
+       shaderInfo_t    *si;
+
+
        /* early out if bad data */
-       if( im == NULL || numPoints <= 0 || shaderIndexes == NULL )
+       if ( im == NULL || numPoints <= 0 || shaderIndexes == NULL ) {
                return ShaderInfoForShader( "default" );
-       
+       }
+
        /* determine min/max index */
        minShaderIndex = 255;
        maxShaderIndex = 0;
-       for( i = 0; i < numPoints; i++ )
+       for ( i = 0; i < numPoints; i++ )
        {
-               if( shaderIndexes[ i ] < minShaderIndex )
+               if ( shaderIndexes[ i ] < minShaderIndex ) {
                        minShaderIndex = shaderIndexes[ i ];
-               if( shaderIndexes[ i ] > maxShaderIndex )
+               }
+               if ( shaderIndexes[ i ] > maxShaderIndex ) {
                        maxShaderIndex = shaderIndexes[ i ];
+               }
        }
-       
+
        /* set alpha inline */
-       for( i = 0; i < numPoints; i++ )
+       for ( i = 0; i < numPoints; i++ )
        {
                /* straight rip from terrain.c */
-               if( shaderIndexes[ i ] < maxShaderIndex )
+               if ( shaderIndexes[ i ] < maxShaderIndex ) {
                        shaderIndexes[ i ] = 0;
-               else
+               }
+               else{
                        shaderIndexes[ i ] = 255;
+               }
        }
-       
+
        /* make a shader name */
-       if( minShaderIndex == maxShaderIndex )
+       if ( minShaderIndex == maxShaderIndex ) {
                sprintf( shader, "textures/%s_%d", im->shader, maxShaderIndex );
-       else
+       }
+       else{
                sprintf( shader, "textures/%s_%dto%d", im->shader, minShaderIndex, maxShaderIndex );
-       
+       }
+
        /* get the shader */
        si = ShaderInfoForShader( shader );
-       
+
        /* inherit a few things from parent shader */
-       if( parent->globalTexture )
+       if ( parent->globalTexture ) {
                si->globalTexture = qtrue;
-       if( parent->forceMeta )
+       }
+       if ( parent->forceMeta ) {
                si->forceMeta = qtrue;
-       if( parent->nonplanar )
+       }
+       if ( parent->nonplanar ) {
                si->nonplanar = qtrue;
-       if( si->shadeAngleDegrees == 0.0 )
+       }
+       if ( si->shadeAngleDegrees == 0.0 ) {
                si->shadeAngleDegrees = parent->shadeAngleDegrees;
-       if( parent->tcGen && si->tcGen == qfalse )
-       {
+       }
+       if ( parent->tcGen && si->tcGen == qfalse ) {
                /* set xy texture projection */
                si->tcGen = qtrue;
                VectorCopy( parent->vecs[ 0 ], si->vecs[ 0 ] );
                VectorCopy( parent->vecs[ 1 ], si->vecs[ 1 ] );
        }
-       if( VectorLength( parent->lightmapAxis ) > 0.0f && VectorLength( si->lightmapAxis ) <= 0.0f )
-       {
+       if ( VectorLength( parent->lightmapAxis ) > 0.0f && VectorLength( si->lightmapAxis ) <= 0.0f ) {
                /* set lightmap projection axis */
                VectorCopy( parent->lightmapAxis, si->lightmapAxis );
        }
-       
+
        /* return the shader */
        return si;
 }
@@ -813,63 +868,63 @@ shaderInfo_t *GetIndexedShader( shaderInfo_t *parent, indexMap_t *im, int numPoi
 
 
 /*
-DrawSurfaceForSide()
-creates a SURF_FACE drawsurface from a given brush side and winding
-*/
-
-#define        SNAP_FLOAT_TO_INT       8
-#define        SNAP_INT_TO_FLOAT       (1.0 / SNAP_FLOAT_TO_INT)
-
-mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w )
-{
-       int                                     i, j, k;
-       mapDrawSurface_t        *ds;
-       shaderInfo_t            *si, *parent;
-       bspDrawVert_t           *dv;
-       vec3_t                          texX, texY;
-       vec_t                           x, y;
-       vec3_t                          vTranslated;
-       qboolean                        indexed;
-       byte                            shaderIndexes[ 256 ];
-       float                           offsets[ 256 ];
-       char                            tempShader[ MAX_QPATH ];
-
-       
+   DrawSurfaceForSide()
+   creates a SURF_FACE drawsurface from a given brush side and winding
+ */
+
+#define SNAP_FLOAT_TO_INT   8
+#define SNAP_INT_TO_FLOAT   ( 1.0 / SNAP_FLOAT_TO_INT )
+
+mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w ){
+       int i, j, k;
+       mapDrawSurface_t    *ds;
+       shaderInfo_t        *si, *parent;
+       bspDrawVert_t       *dv;
+       vec3_t texX, texY;
+       vec_t x, y;
+       vec3_t vTranslated;
+       qboolean indexed;
+       byte shaderIndexes[ 256 ];
+       float offsets[ 256 ];
+       char tempShader[ MAX_QPATH ];
+
+
        /* ydnar: don't make a drawsurf for culled sides */
-       if( s->culled )
+       if ( s->culled ) {
                return NULL;
-       
+       }
+
        /* range check */
-       if( w->numpoints > MAX_POINTS_ON_WINDING )
+       if ( w->numpoints > MAX_POINTS_ON_WINDING ) {
                Error( "DrawSurfaceForSide: w->numpoints = %d (> %d)", w->numpoints, MAX_POINTS_ON_WINDING );
-       
+       }
+
        /* get shader */
        si = s->shaderInfo;
-       
+
        /* ydnar: gs mods: check for indexed shader */
-       if( si->indexed && b->im != NULL )
-       {
+       if ( si->indexed && b->im != NULL ) {
                /* indexed */
                indexed = qtrue;
-               
+
                /* get shader indexes for each point */
-               for( i = 0; i < w->numpoints; i++ )
+               for ( i = 0; i < w->numpoints; i++ )
                {
                        shaderIndexes[ i ] = GetShaderIndexForPoint( b->im, b->eMins, b->eMaxs, w->p[ i ] );
                        offsets[ i ] = b->im->offsets[ shaderIndexes[ i ] ];
                        //%     Sys_Printf( "%f ", offsets[ i ] );
                }
-               
+
                /* get matching shader and set alpha */
                parent = si;
                si = GetIndexedShader( parent, b->im, w->numpoints, shaderIndexes );
        }
-       else
+       else{
                indexed = qfalse;
-       
+       }
+
        /* ydnar: sky hack/fix for GL_CLAMP borders on ati cards */
-       if( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' )
-       {
+       if ( skyFixHack && si->skyParmsImageBase[ 0 ] != '\0' ) {
                //%     Sys_FPrintf( SYS_VRB, "Enabling sky hack for shader %s using env %s\n", si->shader, si->skyParmsImageBase );
                sprintf( tempShader, "%s_lf", si->skyParmsImageBase );
                DrawSurfaceForShader( tempShader );
@@ -884,69 +939,68 @@ mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, windin
                sprintf( tempShader, "%s_dn", si->skyParmsImageBase );
                DrawSurfaceForShader( tempShader );
        }
-       
+
        /* ydnar: gs mods */
        ds = AllocDrawSurface( SURFACE_FACE );
        ds->entityNum = b->entityNum;
        ds->castShadows = b->castShadows;
        ds->recvShadows = b->recvShadows;
-       
+
        ds->planar = qtrue;
        ds->planeNum = s->planenum;
        VectorCopy( mapplanes[ s->planenum ].normal, ds->lightmapVecs[ 2 ] );
-       
+
        ds->shaderInfo = si;
        ds->mapBrush = b;
        ds->sideRef = AllocSideRef( s, NULL );
        ds->fogNum = -1;
+       ds->sampleSize = b->lightmapSampleSize;
        ds->lightmapScale = b->lightmapScale;
        ds->numVerts = w->numpoints;
        ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
        memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
-       
+
        /* compute s/t coordinates from brush primitive texture matrix (compute axis base) */
        ComputeAxisBase( mapplanes[ s->planenum ].normal, texX, texY );
-       
+
        /* create the vertexes */
-       for( j = 0; j < w->numpoints; j++ )
+       for ( j = 0; j < w->numpoints; j++ )
        {
                /* get the drawvert */
                dv = ds->verts + j;
-               
+
                /* copy xyz and do potential z offset */
                VectorCopy( w->p[ j ], dv->xyz );
-               if( indexed )
+               if ( indexed ) {
                        dv->xyz[ 2 ] += offsets[ j ];
-               
+               }
+
                /* round the xyz to a given precision and translate by origin */
-               for( i = 0 ; i < 3 ; i++ )
+               for ( i = 0 ; i < 3 ; i++ )
                        dv->xyz[ i ] = SNAP_INT_TO_FLOAT * floor( dv->xyz[ i ] * SNAP_FLOAT_TO_INT + 0.5f );
                VectorAdd( dv->xyz, e->origin, vTranslated );
-               
+
                /* ydnar: tek-fu celshading support for flat shaded shit */
-               if( flat )
-               {
+               if ( flat ) {
                        dv->st[ 0 ] = si->stFlat[ 0 ];
                        dv->st[ 1 ] = si->stFlat[ 1 ];
                }
-               
+
                /* ydnar: gs mods: added support for explicit shader texcoord generation */
-               else if( si->tcGen )
-               {
+               else if ( si->tcGen ) {
                        dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
                        dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
                }
-               
+
                /* old quake-style texturing */
-               else if( g_bBrushPrimit == BPRIMIT_OLDBRUSHES )
-               {
+               else if ( g_bBrushPrimit == BPRIMIT_OLDBRUSHES ) {
                        /* nearest-axial projection */
                        dv->st[ 0 ] = s->vecs[ 0 ][ 3 ] + DotProduct( s->vecs[ 0 ], vTranslated );
                        dv->st[ 1 ] = s->vecs[ 1 ][ 3 ] + DotProduct( s->vecs[ 1 ], vTranslated );
                        dv->st[ 0 ] /= si->shaderWidth;
                        dv->st[ 1 ] /= si->shaderHeight;
                }
-               
+
                /* brush primitive texturing */
                else
                {
@@ -956,28 +1010,30 @@ mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, windin
                        dv->st[ 0 ] = s->texMat[ 0 ][ 0 ] * x + s->texMat[ 0 ][ 1 ] * y + s->texMat[ 0 ][ 2 ];
                        dv->st[ 1 ] = s->texMat[ 1 ][ 0 ] * x + s->texMat[ 1 ][ 1 ] * y + s->texMat[ 1 ][ 2 ];
                }
-               
+
                /* copy normal */
                VectorCopy( mapplanes[ s->planenum ].normal, dv->normal );
-               
+
                /* ydnar: set color */
-               for( k = 0; k < MAX_LIGHTMAPS; k++ )
+               for ( k = 0; k < MAX_LIGHTMAPS; k++ )
                {
                        dv->color[ k ][ 0 ] = 255;
                        dv->color[ k ][ 1 ] = 255;
                        dv->color[ k ][ 2 ] = 255;
-                       
+
                        /* ydnar: gs mods: handle indexed shader blending */
-                       dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ j ] : 255);
+                       dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ j ] : 255 );
                }
        }
-       
+
        /* set cel shader */
        ds->celShader = b->celShader;
-       
-       /* finish surface */
-       FinishSurface( ds );
-       
+
+       /* set shade angle */
+       if ( b->shadeAngleDegrees > 0.0f ) {
+               ds->shadeAngleDegrees = b->shadeAngleDegrees;
+       }
+
        /* ydnar: gs mods: moved st biasing elsewhere */
        return ds;
 }
@@ -985,197 +1041,198 @@ mapDrawSurface_t *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, windin
 
 
 /*
-DrawSurfaceForMesh()
-moved here from patch.c
-*/
+   DrawSurfaceForMesh()
+   moved here from patch.c
+ */
 
 #define YDNAR_NORMAL_EPSILON 0.50f
 
-qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon )
-{
-       int             i;
-       
-       
+qboolean VectorCompareExt( vec3_t n1, vec3_t n2, float epsilon ){
+       int i;
+
+
        /* test */
-       for( i= 0; i < 3; i++ )
-               if( fabs( n1[ i ] - n2[ i ]) > epsilon )
+       for ( i = 0; i < 3; i++ )
+               if ( fabs( n1[ i ] - n2[ i ] ) > epsilon ) {
                        return qfalse;
+               }
        return qtrue;
 }
 
-mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh )
-{
-       int                                     i, k, numVerts;
-       vec4_t                          plane;
-       qboolean                        planar;
-       float                           dist;
-       mapDrawSurface_t        *ds;
-       shaderInfo_t            *si, *parent;
-       bspDrawVert_t           *dv;
-       vec3_t                          vTranslated;
-       mesh_t                          *copy;
-       qboolean                        indexed;
-       byte                            shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
-       float                           offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
-       
-       
+mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh ){
+       int i, k, numVerts;
+       vec4_t plane;
+       qboolean planar;
+       float dist;
+       mapDrawSurface_t    *ds;
+       shaderInfo_t        *si, *parent;
+       bspDrawVert_t       *dv;
+       vec3_t vTranslated;
+       mesh_t              *copy;
+       qboolean indexed;
+       byte shaderIndexes[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
+       float offsets[ MAX_EXPANDED_AXIS * MAX_EXPANDED_AXIS ];
+
+
        /* get mesh and shader shader */
-       if( mesh == NULL )
+       if ( mesh == NULL ) {
                mesh = &p->mesh;
+       }
        si = p->shaderInfo;
-       if( mesh == NULL || si == NULL )
+       if ( mesh == NULL || si == NULL ) {
                return NULL;
-       
+       }
+
        /* get vertex count */
        numVerts = mesh->width * mesh->height;
-       
+
        /* to make valid normals for patches with degenerate edges,
           we need to make a copy of the mesh and put the aproximating
           points onto the curve */
-       
+
        /* create a copy of the mesh */
        copy = CopyMesh( mesh );
-       
+
        /* store off the original (potentially bad) normals */
        MakeMeshNormals( *copy );
-       for( i = 0; i < numVerts; i++ )
+       for ( i = 0; i < numVerts; i++ )
                VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
-       
+
        /* put the mesh on the curve */
        PutMeshOnCurve( *copy );
 
        /* find new normals (to take into account degenerate/flipped edges */
        MakeMeshNormals( *copy );
-       for( i = 0; i < numVerts; i++ )
+       for ( i = 0; i < numVerts; i++ )
        {
                /* ydnar: only copy normals that are significantly different from the originals */
-               if( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f )
+               if ( DotProduct( copy->verts[ i ].normal, mesh->verts[ i ].normal ) < 0.75f ) {
                        VectorCopy( copy->verts[ i ].normal, mesh->verts[ i ].normal );
+               }
        }
-       
+
        /* free the old mesh */
        FreeMesh( copy );
-       
+
        /* ydnar: gs mods: check for indexed shader */
-       if( si->indexed && p->im != NULL )
-       {
+       if ( si->indexed && p->im != NULL ) {
                /* indexed */
                indexed = qtrue;
 
                /* get shader indexes for each point */
-               for( i = 0; i < numVerts; i++ )
+               for ( i = 0; i < numVerts; i++ )
                {
                        shaderIndexes[ i ] = GetShaderIndexForPoint( p->im, p->eMins, p->eMaxs, mesh->verts[ i ].xyz );
                        offsets[ i ] = p->im->offsets[ shaderIndexes[ i ] ];
                }
-               
+
                /* get matching shader and set alpha */
                parent = si;
                si = GetIndexedShader( parent, p->im, numVerts, shaderIndexes );
        }
-       else
+       else{
                indexed = qfalse;
-       
-       
+       }
+
+
        /* ydnar: gs mods */
        ds = AllocDrawSurface( SURFACE_PATCH );
        ds->entityNum = p->entityNum;
        ds->castShadows = p->castShadows;
        ds->recvShadows = p->recvShadows;
-       
+
        ds->shaderInfo = si;
        ds->mapMesh = p;
-       ds->lightmapScale = p->lightmapScale;   /* ydnar */
+       ds->sampleSize = p->lightmapSampleSize;
+       ds->lightmapScale = p->lightmapScale;   /* ydnar */
        ds->patchWidth = mesh->width;
        ds->patchHeight = mesh->height;
        ds->numVerts = ds->patchWidth * ds->patchHeight;
        ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
        memcpy( ds->verts, mesh->verts, ds->numVerts * sizeof( *ds->verts ) );
-       
+
        ds->fogNum = -1;
        ds->planeNum = -1;
-       
+
        ds->longestCurve = p->longestCurve;
        ds->maxIterations = p->maxIterations;
-       
+
        /* construct a plane from the first vert */
        VectorCopy( mesh->verts[ 0 ].normal, plane );
        plane[ 3 ] = DotProduct( mesh->verts[ 0 ].xyz, plane );
        planar = qtrue;
-       
+
        /* spew forth errors */
-       if( VectorLength( plane ) < 0.001f )
-               Sys_Printf( "BOGUS " );
-       
+       if ( VectorLength( plane ) < 0.001f ) {
+               Sys_Printf( "DrawSurfaceForMesh: bogus plane\n" );
+       }
+
        /* test each vert */
-       for( i = 1; i < ds->numVerts && planar; i++ )
+       for ( i = 1; i < ds->numVerts && planar; i++ )
        {
                /* normal test */
-               if( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse )
+               if ( VectorCompare( plane, mesh->verts[ i ].normal ) == qfalse ) {
                        planar = qfalse;
-               
+               }
+
                /* point-plane test */
                dist = DotProduct( mesh->verts[ i ].xyz, plane ) - plane[ 3 ];
-               if( fabs( dist ) > EQUAL_EPSILON )
+               if ( fabs( dist ) > EQUAL_EPSILON ) {
                        planar = qfalse;
+               }
        }
-       
+
        /* add a map plane */
-       if( planar )
-       {
+       if ( planar ) {
                /* make a map plane */
                ds->planeNum = FindFloatPlane( plane, plane[ 3 ], 1, &mesh->verts[ 0 ].xyz );
                VectorCopy( plane, ds->lightmapVecs[ 2 ] );
-               
+
                /* push this normal to all verts (ydnar 2003-02-14: bad idea, small patches get screwed up) */
-               for( i = 0; i < ds->numVerts; i++ )
+               for ( i = 0; i < ds->numVerts; i++ )
                        VectorCopy( plane, ds->verts[ i ].normal );
        }
-       
+
        /* walk the verts to do special stuff */
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
        {
                /* get the drawvert */
                dv = &ds->verts[ i ];
-               
+
                /* ydnar: tek-fu celshading support for flat shaded shit */
-               if( flat )
-               {
+               if ( flat ) {
                        dv->st[ 0 ] = si->stFlat[ 0 ];
                        dv->st[ 1 ] = si->stFlat[ 1 ];
                }
-               
+
                /* ydnar: gs mods: added support for explicit shader texcoord generation */
-               else if( si->tcGen )
-               {
+               else if ( si->tcGen ) {
                        /* translate by origin and project the texture */
                        VectorAdd( dv->xyz, e->origin, vTranslated );
                        dv->st[ 0 ] = DotProduct( si->vecs[ 0 ], vTranslated );
                        dv->st[ 1 ] = DotProduct( si->vecs[ 1 ], vTranslated );
                }
-               
+
                /* ydnar: set color */
-               for( k = 0; k < MAX_LIGHTMAPS; k++ )
+               for ( k = 0; k < MAX_LIGHTMAPS; k++ )
                {
                        dv->color[ k ][ 0 ] = 255;
                        dv->color[ k ][ 1 ] = 255;
                        dv->color[ k ][ 2 ] = 255;
-                       
+
                        /* ydnar: gs mods: handle indexed shader blending */
-                       dv->color[ k ][ 3 ] = (indexed ? shaderIndexes[ i ] : 255);
+                       dv->color[ k ][ 3 ] = ( indexed ? shaderIndexes[ i ] : 255 );
                }
-               
+
                /* ydnar: offset */
-               if( indexed )
+               if ( indexed ) {
                        dv->xyz[ 2 ] += offsets[ i ];
+               }
        }
-       
+
        /* set cel shader */
        ds->celShader = p->celShader;
-       
-       /* finish surface */
-       FinishSurface( ds );
-       
+
        /* return the drawsurface */
        return ds;
 }
@@ -1183,42 +1240,48 @@ mapDrawSurface_t *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh
 
 
 /*
-DrawSurfaceForFlare() - ydnar
-creates a flare draw surface
-*/
-
-mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, char *flareShader, int lightStyle )
-{
-       mapDrawSurface_t        *ds;
-       
-       
+   DrawSurfaceForFlare() - ydnar
+   creates a flare draw surface
+ */
+
+mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, const char *flareShader, int lightStyle ){
+       mapDrawSurface_t    *ds;
+
+
        /* emit flares? */
-       if( emitFlares == qfalse )
+       if ( emitFlares == qfalse ) {
                return NULL;
-       
+       }
+
        /* allocate drawsurface */
        ds = AllocDrawSurface( SURFACE_FLARE );
        ds->entityNum = entNum;
-       
+
        /* set it up */
-       if( flareShader != NULL && flareShader[ 0 ] != '\0' )
+       if ( flareShader != NULL && flareShader[ 0 ] != '\0' ) {
                ds->shaderInfo = ShaderInfoForShader( flareShader );
-       else
+       }
+       else{
                ds->shaderInfo = ShaderInfoForShader( game->flareShader );
-       if( origin != NULL )
+       }
+       if ( origin != NULL ) {
                VectorCopy( origin, ds->lightmapOrigin );
-       if( normal != NULL )
+       }
+       if ( normal != NULL ) {
                VectorCopy( normal, ds->lightmapVecs[ 2 ] );
-       if( color != NULL )
+       }
+       if ( color != NULL ) {
                VectorCopy( color, ds->lightmapVecs[ 0 ] );
-       
+       }
+
        /* store light style */
        ds->lightStyle = lightStyle;
-       if( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE )
+       if ( ds->lightStyle < 0 || ds->lightStyle >= LS_NONE ) {
                ds->lightStyle = LS_NORMAL;
-       
+       }
+
        /* fixme: fog */
-       
+
        /* return to sender */
        return ds;
 }
@@ -1226,36 +1289,36 @@ mapDrawSurface_t *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal,
 
 
 /*
-DrawSurfaceForShader() - ydnar
-creates a bogus surface to forcing the game to load a shader
-*/
-
-mapDrawSurface_t *DrawSurfaceForShader( char *shader )
-{
-       int                                     i;
-       shaderInfo_t            *si;
-       mapDrawSurface_t        *ds;
-       
-       
+   DrawSurfaceForShader() - ydnar
+   creates a bogus surface to forcing the game to load a shader
+ */
+
+mapDrawSurface_t *DrawSurfaceForShader( char *shader ){
+       int i;
+       shaderInfo_t        *si;
+       mapDrawSurface_t    *ds;
+
+
        /* get shader */
        si = ShaderInfoForShader( shader );
 
        /* find existing surface */
-       for( i = 0; i < numMapDrawSurfs; i++ )
+       for ( i = 0; i < numMapDrawSurfs; i++ )
        {
                /* get surface */
                ds = &mapDrawSurfs[ i ];
-               
+
                /* check it */
-               if( ds->shaderInfo == si )
+               if ( ds->shaderInfo == si ) {
                        return ds;
+               }
        }
-       
+
        /* create a new surface */
        ds = AllocDrawSurface( SURFACE_SHADER );
        ds->entityNum = 0;
        ds->shaderInfo = ShaderInfoForShader( shader );
-       
+
        /* return to sender */
        return ds;
 }
@@ -1263,27 +1326,27 @@ mapDrawSurface_t *DrawSurfaceForShader( char *shader )
 
 
 /*
-AddSurfaceFlare() - ydnar
-creates flares (coronas) centered on surfaces
-*/
-
-static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin )
-{
-       vec3_t                          origin;
-       int                                     i;
-       
-       
+   AddSurfaceFlare() - ydnar
+   creates flares (coronas) centered on surfaces
+ */
+
+static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin ){
+       vec3_t origin;
+       int i;
+
+
        /* find centroid */
        VectorClear( origin );
        for ( i = 0; i < ds->numVerts; i++ )
                VectorAdd( origin, ds->verts[ i ].xyz, origin );
-       VectorScale( origin, (1.0f / ds->numVerts), origin );
-       if( entityOrigin != NULL )
+       VectorScale( origin, ( 1.0f / ds->numVerts ), origin );
+       if ( entityOrigin != NULL ) {
                VectorAdd( origin, entityOrigin, origin );
-       
+       }
+
        /* push origin off surface a bit */
        VectorMA( origin, 2.0f,  ds->lightmapVecs[ 2 ], origin );
-       
+
        /* create the drawsurface */
        DrawSurfaceForFlare( ds->entityNum, origin, ds->lightmapVecs[ 2 ], ds->shaderInfo->color, ds->shaderInfo->flareShader, ds->shaderInfo->lightStyle );
 }
@@ -1291,70 +1354,72 @@ static void AddSurfaceFlare( mapDrawSurface_t *ds, vec3_t entityOrigin )
 
 
 /*
-SubdivideFace()
-subdivides a face surface until it is smaller than the specified size (subdivisions)
-*/
-
-static void SubdivideFace( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions )
-{
-       int                                     i;
-       int                                     axis;
-       vec3_t                          bounds[ 2 ];
-       const float                     epsilon = 0.1;
-       int                                     subFloor, subCeil;
-       winding_t                       *frontWinding, *backWinding;
-       mapDrawSurface_t        *ds;
-       
-       
+   SubdivideFace()
+   subdivides a face surface until it is smaller than the specified size (subdivisions)
+ */
+
+static void SubdivideFace_r( entity_t *e, brush_t *brush, side_t *side, winding_t *w, int fogNum, float subdivisions ){
+       int i;
+       int axis;
+       vec3_t bounds[ 2 ];
+       const float epsilon = 0.1;
+       int subFloor, subCeil;
+       winding_t           *frontWinding, *backWinding;
+       mapDrawSurface_t    *ds;
+
+
        /* dummy check */
-       if( w == NULL )
+       if ( w == NULL ) {
                return;
-       if( w->numpoints < 3 )
-               Error( "SubdivideFaceSurface: Bad w->numpoints" );
-       
+       }
+       if ( w->numpoints < 3 ) {
+               Error( "SubdivideFace_r: Bad w->numpoints (%d < 3)", w->numpoints );
+       }
+
        /* determine surface bounds */
        ClearBounds( bounds[ 0 ], bounds[ 1 ] );
-       for( i = 0; i < w->numpoints; i++ )
+       for ( i = 0; i < w->numpoints; i++ )
                AddPointToBounds( w->p[ i ], bounds[ 0 ], bounds[ 1 ] );
-       
+
        /* split the face */
-       for( axis = 0; axis < 3; axis++ )
+       for ( axis = 0; axis < 3; axis++ )
        {
-               vec3_t                  planePoint = { 0, 0, 0 };
-               vec3_t                  planeNormal = { 0, 0, 0 };
-               float                   d;
-               
-               
+               vec3_t planePoint = { 0, 0, 0 };
+               vec3_t planeNormal = { 0, 0, 0 };
+               float d;
+
+
                /* create an axial clipping plane */
-               subFloor = floor( bounds[ 0 ][ axis ] / subdivisions) * subdivisions;
-               subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions) * subdivisions;
+               subFloor = floor( bounds[ 0 ][ axis ] / subdivisions ) * subdivisions;
+               subCeil = ceil( bounds[ 1 ][ axis ] / subdivisions ) * subdivisions;
                planePoint[ axis ] = subFloor + subdivisions;
                planeNormal[ axis ] = -1;
                d = DotProduct( planePoint, planeNormal );
 
                /* subdivide if necessary */
-               if( (subCeil - subFloor) > subdivisions )
-               {
+               if ( ( subCeil - subFloor ) > subdivisions ) {
                        /* clip the winding */
-                       ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding );
+                       ClipWindingEpsilon( w, planeNormal, d, epsilon, &frontWinding, &backWinding ); /* not strict; we assume we always keep a winding */
 
                        /* the clip may not produce two polygons if it was epsilon close */
-                       if( frontWinding == NULL )
+                       if ( frontWinding == NULL ) {
                                w = backWinding;
-                       else if( backWinding == NULL )
+                       }
+                       else if ( backWinding == NULL ) {
                                w = frontWinding;
+                       }
                        else
                        {
-                               SubdivideFace( e, brush, side, frontWinding, fogNum, subdivisions );
-                               SubdivideFace( e, brush, side, backWinding, fogNum, subdivisions );
+                               SubdivideFace_r( e, brush, side, frontWinding, fogNum, subdivisions );
+                               SubdivideFace_r( e, brush, side, backWinding, fogNum, subdivisions );
                                return;
                        }
                }
        }
-       
+
        /* create a face surface */
        ds = DrawSurfaceForSide( e, brush, side, w );
-       
+
        /* set correct fog num */
        ds->fogNum = fogNum;
 }
@@ -1362,106 +1427,109 @@ static void SubdivideFace( entity_t *e, brush_t *brush, side_t *side, winding_t
 
 
 /*
-SubdivideFaceSurfaces()
-chop up brush face surfaces that have subdivision attributes
-ydnar: and subdivide surfaces that exceed specified texture coordinate range
-*/
-
-void SubdivideFaceSurfaces( entity_t *e, tree_t *tree )
-{
-       int                                     i, j, numBaseDrawSurfs, fogNum;
-       mapDrawSurface_t        *ds;
-       brush_t                         *brush;
-       side_t                          *side;
-       shaderInfo_t            *si;
-       winding_t                       *w;
-       float                           range, size, subdivisions, s2;
-       
-       
+   SubdivideFaceSurfaces()
+   chop up brush face surfaces that have subdivision attributes
+   ydnar: and subdivide surfaces that exceed specified texture coordinate range
+ */
+
+void SubdivideFaceSurfaces( entity_t *e, tree_t *tree ){
+       int i, j, numBaseDrawSurfs, fogNum;
+       mapDrawSurface_t    *ds;
+       brush_t             *brush;
+       side_t              *side;
+       shaderInfo_t        *si;
+       winding_t           *w;
+       float range, size, subdivisions, s2;
+
+
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- SubdivideFaceSurfaces ---\n" );
-       
+
        /* walk the list of surfaces */
        numBaseDrawSurfs = numMapDrawSurfs;
-       for( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )
+       for ( i = e->firstDrawSurf; i < numBaseDrawSurfs; i++ )
        {
                /* get surface */
                ds = &mapDrawSurfs[ i ];
 
                /* only subdivide brush sides */
-               if( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL )
+               if ( ds->type != SURFACE_FACE || ds->mapBrush == NULL || ds->sideRef == NULL || ds->sideRef->side == NULL ) {
                        continue;
-               
+               }
+
                /* get bits */
                brush = ds->mapBrush;
                side = ds->sideRef->side;
-               
+
                /* check subdivision for shader */
                si = side->shaderInfo;
-               if( si == NULL )
+               if ( si == NULL ) {
                        continue;
-               
+               }
+
                /* ydnar: don't subdivide sky surfaces */
-               if( si->compileFlags & C_SKY )
+               if ( si->compileFlags & C_SKY ) {
                        continue;
-               
+               }
+
                /* do texture coordinate range check */
                ClassifySurfaces( 1, ds );
-               if( CalcSurfaceTextureRange( ds ) == qfalse )
-               {
+               if ( CalcSurfaceTextureRange( ds ) == qfalse ) {
                        /* calculate subdivisions texture range (this code is shit) */
-                       range = (ds->texRange[ 0 ] > ds->texRange[ 1 ] ? ds->texRange[ 0 ] : ds->texRange[ 1 ]);
+                       range = ( ds->texRange[ 0 ] > ds->texRange[ 1 ] ? ds->texRange[ 0 ] : ds->texRange[ 1 ] );
                        size = ds->maxs[ 0 ] - ds->mins[ 0 ];
-                       for( j = 1; j < 3; j++ )
-                               if( (ds->maxs[ j ] - ds->mins[ j ]) > size )
+                       for ( j = 1; j < 3; j++ )
+                               if ( ( ds->maxs[ j ] - ds->mins[ j ] ) > size ) {
                                        size = ds->maxs[ j ] - ds->mins[ j ];
-                       subdivisions = (size / range) * texRange;
+                               }
+                       subdivisions = ( size / range ) * texRange;
                        subdivisions = ceil( subdivisions / 2 ) * 2;
-                       for( j = 1; j < 8; j++ )
+                       for ( j = 1; j < 8; j++ )
                        {
                                s2 = ceil( (float) texRange / j );
-                               if( fabs( subdivisions - s2 ) <= 4.0 )
-                               {
+                               if ( fabs( subdivisions - s2 ) <= 4.0 ) {
                                        subdivisions = s2;
                                        break;
                                }
                        }
                }
-               else
+               else{
                        subdivisions = si->subdivisions;
-               
+               }
+
                /* get subdivisions from shader */
-               if(     si->subdivisions > 0 && si->subdivisions < subdivisions )
+               if ( si->subdivisions > 0 && si->subdivisions < subdivisions ) {
                        subdivisions = si->subdivisions;
-               if( subdivisions < 1.0f )
+               }
+               if ( subdivisions < 1.0f ) {
                        continue;
-               
+               }
+
                /* preserve fog num */
                fogNum = ds->fogNum;
-               
+
                /* make a winding and free the surface */
                w = WindingFromDrawSurf( ds );
                ClearSurface( ds );
-               
+
                /* subdivide it */
-               SubdivideFace( e, brush, side, w, fogNum, subdivisions );
+               SubdivideFace_r( e, brush, side, w, fogNum, subdivisions );
        }
 }
 
 
 
 /*
-====================
-ClipSideIntoTree_r
+   ====================
+   ClipSideIntoTree_r
 
-Adds non-opaque leaf fragments to the convex hull
-====================
-*/
+   Adds non-opaque leaf fragments to the convex hull
+   ====================
+ */
 
-void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node )
-{
-       plane_t                 *plane;
-       winding_t               *front, *back;
+void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node ){
+       plane_t         *plane;
+       winding_t       *front, *back;
 
        if ( !w ) {
                return;
@@ -1472,14 +1540,19 @@ void ClipSideIntoTree_r( winding_t *w, side_t *side, node_t *node )
                        ClipSideIntoTree_r( w, side, node->children[0] );
                        return;
                }
-               if ( side->planenum == ( node->planenum ^ 1) ) {
+               if ( side->planenum == ( node->planenum ^ 1 ) ) {
                        ClipSideIntoTree_r( w, side, node->children[1] );
                        return;
                }
 
                plane = &mapplanes[ node->planenum ];
-               ClipWindingEpsilon ( w, plane->normal, plane->dist,
-                               ON_EPSILON, &front, &back );
+               ClipWindingEpsilonStrict( w, plane->normal, plane->dist,
+                                                                 ON_EPSILON, &front, &back ); /* strict, we handle the "winding disappeared" case */
+               if ( !front && !back ) {
+                       /* in doubt, register it in both nodes */
+                       front = CopyWinding( w );
+                       back = CopyWinding( w );
+               }
                FreeWinding( w );
 
                ClipSideIntoTree_r( front, side, node->children[0] );
@@ -1506,65 +1579,68 @@ static int g_numHiddenFaces, g_numCoinFaces;
 
 
 /*
-CullVectorCompare() - ydnar
-compares two vectors with an epsilon
-*/
+   CullVectorCompare() - ydnar
+   compares two vectors with an epsilon
+ */
 
 #define CULL_EPSILON 0.1f
 
-qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 )
-{
-       int             i;
-       
-       
-       for( i = 0; i < 3; i++ )
-               if( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON )
+qboolean CullVectorCompare( const vec3_t v1, const vec3_t v2 ){
+       int i;
+
+
+       for ( i = 0; i < 3; i++ )
+               if ( fabs( v1[ i ] - v2[ i ] ) > CULL_EPSILON ) {
                        return qfalse;
+               }
        return qtrue;
 }
 
 
 
 /*
-SideInBrush() - ydnar
-determines if a brushside lies inside another brush
-*/
-
-qboolean SideInBrush( side_t *side, brush_t *b )
-{
-       int                     i, s;
-       plane_t         *plane;
-       
-       
+   SideInBrush() - ydnar
+   determines if a brushside lies inside another brush
+ */
+
+qboolean SideInBrush( side_t *side, brush_t *b ){
+       int i, s;
+       plane_t     *plane;
+
+
        /* ignore sides w/o windings or shaders */
-       if( side->winding == NULL || side->shaderInfo == NULL )
+       if ( side->winding == NULL || side->shaderInfo == NULL ) {
                return qtrue;
+       }
 
        /* ignore culled sides and translucent brushes */
-       if( side->culled == qtrue || (b->compileFlags & C_TRANSLUCENT) )
+       if ( side->culled == qtrue || ( b->compileFlags & C_TRANSLUCENT ) ) {
                return qfalse;
+       }
 
        /* side iterator */
-       for( i = 0; i < b->numsides; i++ )
+       for ( i = 0; i < b->numsides; i++ )
        {
                /* fail if any sides are caulk */
-               if( b->sides[ i ].compileFlags & C_NODRAW )
+               if ( b->sides[ i ].compileFlags & C_NODRAW ) {
                        return qfalse;
+               }
 
                /* check if side's winding is on or behind the plane */
                plane = &mapplanes[ b->sides[ i ].planenum ];
                s = WindingOnPlaneSide( side->winding, plane->normal, plane->dist );
-               if( s == SIDE_FRONT || s == SIDE_CROSS )
+               if ( s == SIDE_FRONT || s == SIDE_CROSS ) {
                        return qfalse;
+               }
        }
-       
+
        /* don't cull autosprite or polygonoffset surfaces */
-       if( side->shaderInfo )
-       {
-               if( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset )
+       if ( side->shaderInfo ) {
+               if ( side->shaderInfo->autosprite || side->shaderInfo->polygonOffset ) {
                        return qfalse;
+               }
        }
-       
+
        /* inside */
        side->culled = qtrue;
        g_numHiddenFaces++;
@@ -1573,159 +1649,182 @@ qboolean SideInBrush( side_t *side, brush_t *b )
 
 
 /*
-CullSides() - ydnar
-culls obscured or buried brushsides from the map
-*/
-
-void CullSides( entity_t *e )
-{
-       int                     numPoints;
-       int                     i, j, k, l, first, second, dir;
-       winding_t       *w1, *w2;
-       brush_t *b1, *b2;
-       side_t          *side1, *side2;
-       
-       
+   CullSides() - ydnar
+   culls obscured or buried brushsides from the map
+ */
+
+void CullSides( entity_t *e ){
+       int numPoints;
+       int i, j, k, l, first, second, dir;
+       winding_t   *w1, *w2;
+       brush_t *b1, *b2;
+       side_t      *side1, *side2;
+
+
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- CullSides ---\n" );
-       
+
        g_numHiddenFaces = 0;
        g_numCoinFaces = 0;
-       
+
        /* brush interator 1 */
-       for( b1 = e->brushes; b1; b1 = b1->next )
+       for ( b1 = e->brushes; b1; b1 = b1->next )
        {
                /* sides check */
-               if( b1->numsides < 1 )
+               if ( b1->numsides < 1 ) {
                        continue;
+               }
 
                /* brush iterator 2 */
-               for( b2 = b1->next; b2; b2 = b2->next )
+               for ( b2 = b1->next; b2; b2 = b2->next )
                {
                        /* sides check */
-                       if( b2->numsides < 1 )
+                       if ( b2->numsides < 1 ) {
                                continue;
-                       
+                       }
+
                        /* original check */
-                       if( b1->original == b2->original && b1->original != NULL )
+                       if ( b1->original == b2->original && b1->original != NULL ) {
                                continue;
-                       
+                       }
+
                        /* bbox check */
                        j = 0;
-                       for( i = 0; i < 3; i++ )
-                               if( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] )
+                       for ( i = 0; i < 3; i++ )
+                               if ( b1->mins[ i ] > b2->maxs[ i ] || b1->maxs[ i ] < b2->mins[ i ] ) {
                                        j++;
-                       if( j )
+                               }
+                       if ( j ) {
                                continue;
+                       }
 
                        /* cull inside sides */
-                       for( i = 0; i < b1->numsides; i++ )
+                       for ( i = 0; i < b1->numsides; i++ )
                                SideInBrush( &b1->sides[ i ], b2 );
-                       for( i = 0; i < b2->numsides; i++ )
+                       for ( i = 0; i < b2->numsides; i++ )
                                SideInBrush( &b2->sides[ i ], b1 );
-                       
+
                        /* side iterator 1 */
-                       for( i = 0; i < b1->numsides; i++ )
+                       for ( i = 0; i < b1->numsides; i++ )
                        {
                                /* winding check */
                                side1 = &b1->sides[ i ];
                                w1 = side1->winding;
-                               if( w1 == NULL )
+                               if ( w1 == NULL ) {
                                        continue;
+                               }
                                numPoints = w1->numpoints;
-                               if( side1->shaderInfo == NULL )
+                               if ( side1->shaderInfo == NULL ) {
                                        continue;
-                               
+                               }
+
                                /* side iterator 2 */
-                               for( j = 0; j < b2->numsides; j++ )
+                               for ( j = 0; j < b2->numsides; j++ )
                                {
                                        /* winding check */
                                        side2 = &b2->sides[ j ];
                                        w2 = side2->winding;
-                                       if( w2 == NULL )
+                                       if ( w2 == NULL ) {
                                                continue;
-                                       if( side2->shaderInfo == NULL )
+                                       }
+                                       if ( side2->shaderInfo == NULL ) {
                                                continue;
-                                       if( w1->numpoints != w2->numpoints )
+                                       }
+                                       if ( w1->numpoints != w2->numpoints ) {
                                                continue;
-                                       if( side1->culled == qtrue && side2->culled == qtrue )
+                                       }
+                                       if ( side1->culled == qtrue && side2->culled == qtrue ) {
                                                continue;
-                                       
+                                       }
+
                                        /* compare planes */
-                                       if( (side1->planenum & ~0x00000001) != (side2->planenum & ~0x00000001) )
+                                       if ( ( side1->planenum & ~0x00000001 ) != ( side2->planenum & ~0x00000001 ) ) {
                                                continue;
-                                       
+                                       }
+
                                        /* get autosprite and polygonoffset status */
-                                       if( side1->shaderInfo &&
-                                               (side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset) )
+                                       if ( side1->shaderInfo &&
+                                                ( side1->shaderInfo->autosprite || side1->shaderInfo->polygonOffset ) ) {
                                                continue;
-                                       if( side2->shaderInfo &&
-                                               (side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset) )
+                                       }
+                                       if ( side2->shaderInfo &&
+                                                ( side2->shaderInfo->autosprite || side2->shaderInfo->polygonOffset ) ) {
                                                continue;
-                                       
+                                       }
+
                                        /* find first common point */
                                        first = -1;
-                                       for( k = 0; k < numPoints; k++ )
+                                       for ( k = 0; k < numPoints; k++ )
                                        {
-                                               if( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) )
-                                               {
+                                               if ( VectorCompare( w1->p[ 0 ], w2->p[ k ] ) ) {
                                                        first = k;
                                                        k = numPoints;
                                                }
                                        }
-                                       if( first == -1 )
+                                       if ( first == -1 ) {
                                                continue;
-                                       
+                                       }
+
                                        /* find second common point (regardless of winding order) */
                                        second = -1;
                                        dir = 0;
-                                       if( (first + 1) < numPoints )
+                                       if ( ( first + 1 ) < numPoints ) {
                                                second = first + 1;
-                                       else
+                                       }
+                                       else{
                                                second = 0;
-                                       if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
+                                       }
+                                       if ( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) ) {
                                                dir = 1;
+                                       }
                                        else
                                        {
-                                               if( first > 0 )
+                                               if ( first > 0 ) {
                                                        second = first - 1;
-                                               else
+                                               }
+                                               else{
                                                        second = numPoints - 1;
-                                               if( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) )
+                                               }
+                                               if ( CullVectorCompare( w1->p[ 1 ], w2->p[ second ] ) ) {
                                                        dir = -1;
+                                               }
                                        }
-                                       if( dir == 0 )
+                                       if ( dir == 0 ) {
                                                continue;
-                                       
+                                       }
+
                                        /* compare the rest of the points */
                                        l = first;
-                                       for( k = 0; k < numPoints; k++ )
+                                       for ( k = 0; k < numPoints; k++ )
                                        {
-                                               if( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) )
+                                               if ( !CullVectorCompare( w1->p[ k ], w2->p[ l ] ) ) {
                                                        k = 100000;
-                                               
+                                               }
+
                                                l += dir;
-                                               if( l < 0 )
+                                               if ( l < 0 ) {
                                                        l = numPoints - 1;
-                                               else if( l >= numPoints )
+                                               }
+                                               else if ( l >= numPoints ) {
                                                        l = 0;
+                                               }
                                        }
-                                       if( k >= 100000 )
+                                       if ( k >= 100000 ) {
                                                continue;
-                                       
+                                       }
+
                                        /* cull face 1 */
-                                       if( !side2->culled && !(side2->compileFlags & C_TRANSLUCENT) && !(side2->compileFlags & C_NODRAW) )
-                                       {
+                                       if ( !side2->culled && !( side2->compileFlags & C_TRANSLUCENT ) && !( side2->compileFlags & C_NODRAW ) ) {
                                                side1->culled = qtrue;
                                                g_numCoinFaces++;
                                        }
-                                       
-                                       if( side1->planenum == side2->planenum && side1->culled == qtrue )
+
+                                       if ( side1->planenum == side2->planenum && side1->culled == qtrue ) {
                                                continue;
-                                       
+                                       }
+
                                        /* cull face 2 */
-                                       if( !side1->culled && !(side1->compileFlags & C_TRANSLUCENT) && !(side1->compileFlags & C_NODRAW) )
-                                       {
+                                       if ( !side1->culled && !( side1->compileFlags & C_TRANSLUCENT ) && !( side1->compileFlags & C_NODRAW ) ) {
                                                side2->culled = qtrue;
                                                g_numCoinFaces++;
                                        }
@@ -1733,7 +1832,7 @@ void CullSides( entity_t *e )
                        }
                }
        }
-       
+
        /* emit some stats */
        Sys_FPrintf( SYS_VRB, "%9d hidden faces culled\n", g_numHiddenFaces );
        Sys_FPrintf( SYS_VRB, "%9d coincident faces culled\n", g_numCoinFaces );
@@ -1743,79 +1842,84 @@ void CullSides( entity_t *e )
 
 
 /*
-ClipSidesIntoTree()
-
-creates side->visibleHull for all visible sides
-
-the drawsurf for a side will consist of the convex hull of
-all points in non-opaque clusters, which allows overlaps
-to be trimmed off automatically.
-*/
-
-void ClipSidesIntoTree( entity_t *e, tree_t *tree )
-{
-       brush_t         *b;
-       int                             i;
-       winding_t               *w;
-       side_t                  *side, *newSide;
-       shaderInfo_t    *si;
-  
-       
+   ClipSidesIntoTree()
+
+   creates side->visibleHull for all visible sides
+
+   the drawsurf for a side will consist of the convex hull of
+   all points in non-opaque clusters, which allows overlaps
+   to be trimmed off automatically.
+ */
+
+void ClipSidesIntoTree( entity_t *e, tree_t *tree ){
+       brush_t     *b;
+       int i;
+       winding_t       *w;
+       side_t          *side, *newSide;
+       shaderInfo_t    *si;
+
+
        /* ydnar: cull brush sides */
        CullSides( e );
-       
+
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- ClipSidesIntoTree ---\n" );
-       
+
        /* walk the brush list */
-       for( b = e->brushes; b; b = b->next )
+       for ( b = e->brushes; b; b = b->next )
        {
                /* walk the brush sides */
-               for( i = 0; i < b->numsides; i++ )
+               for ( i = 0; i < b->numsides; i++ )
                {
                        /* get side */
                        side = &b->sides[ i ];
-                       if( side->winding == NULL )
+                       if ( side->winding == NULL ) {
                                continue;
-                       
+                       }
+
                        /* copy the winding */
                        w = CopyWinding( side->winding );
                        side->visibleHull = NULL;
                        ClipSideIntoTree_r( w, side, tree->headnode );
-                       
+
                        /* anything left? */
                        w = side->visibleHull;
-                       if( w == NULL )
+                       if ( w == NULL ) {
                                continue;
-                       
+                       }
+
                        /* shader? */
                        si = side->shaderInfo;
-                       if( si == NULL )
+                       if ( si == NULL ) {
                                continue;
-                       
+                       }
+
                        /* don't create faces for non-visible sides */
                        /* ydnar: except indexed shaders, like common/terrain and nodraw fog surfaces */
-                       if( (si->compileFlags & C_NODRAW) && si->indexed == qfalse && !(si->compileFlags & C_FOG) )
+                       if ( ( si->compileFlags & C_NODRAW ) && si->indexed == qfalse && !( si->compileFlags & C_FOG ) ) {
                                continue;
-                       
+                       }
+
                        /* always use the original winding for autosprites and noclip faces */
-                       if( si->autosprite || si->noClip )
+                       if ( si->autosprite || si->noClip ) {
                                w = side->winding;
-                       
+                       }
+
                        /* save this winding as a visible surface */
                        DrawSurfaceForSide( e, b, side, w );
 
                        /* make a back side for fog */
-                       if( !(si->compileFlags & C_FOG) )
+                       if ( !( si->compileFlags & C_FOG ) ) {
                                continue;
-                       
+                       }
+
                        /* duplicate the up-facing side */
                        w = ReverseWinding( w );
                        newSide = safe_malloc( sizeof( *side ) );
                        *newSide = *side;
                        newSide->visibleHull = w;
                        newSide->planenum ^= 1;
-                       
+
                        /* save this winding as a visible surface */
                        DrawSurfaceForSide( e, b, newSide, w );
                }
@@ -1826,44 +1930,47 @@ void ClipSidesIntoTree( entity_t *e, tree_t *tree )
 
 /*
 
-this section deals with filtering drawsurfaces into the bsp tree,
-adding references to each leaf a surface touches
+   this section deals with filtering drawsurfaces into the bsp tree,
+   adding references to each leaf a surface touches
 
-*/
+ */
 
 /*
-AddReferenceToLeaf() - ydnar
-adds a reference to surface ds in the bsp leaf node
-*/
-
-int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node )
-{
-       drawSurfRef_t   *dsr;
-       
-       
+   AddReferenceToLeaf() - ydnar
+   adds a reference to surface ds in the bsp leaf node
+ */
+
+int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node ){
+       drawSurfRef_t   *dsr;
+
+
        /* dummy check */
-       if( node->planenum != PLANENUM_LEAF || node->opaque )
+       if ( node->planenum != PLANENUM_LEAF || node->opaque ) {
                return 0;
-       
+       }
+
        /* try to find an existing reference */
-       for( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
+       for ( dsr = node->drawSurfReferences; dsr; dsr = dsr->nextRef )
        {
-               if( dsr->outputNum == numBSPDrawSurfaces )
+               if ( dsr->outputNum == numBSPDrawSurfaces ) {
                        return 0;
+               }
        }
-       
+
        /* add a new reference */
        dsr = safe_malloc( sizeof( *dsr ) );
        dsr->outputNum = numBSPDrawSurfaces;
        dsr->nextRef = node->drawSurfReferences;
        node->drawSurfReferences = dsr;
-       
+
        /* ydnar: sky/skybox surfaces */
-       if( node->skybox )
+       if ( node->skybox ) {
                ds->skybox = qtrue;
-       if( ds->shaderInfo->compileFlags & C_SKY )
+       }
+       if ( ds->shaderInfo->compileFlags & C_SKY ) {
                node->sky = qtrue;
-       
+       }
+
        /* return */
        return 1;
 }
@@ -1871,40 +1978,39 @@ int AddReferenceToLeaf( mapDrawSurface_t *ds, node_t *node )
 
 
 /*
-AddReferenceToTree_r() - ydnar
-adds a reference to the specified drawsurface to every leaf in the tree
-*/
-
-int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox )
-{
-       int             i, refs = 0;
-       
-       
+   AddReferenceToTree_r() - ydnar
+   adds a reference to the specified drawsurface to every leaf in the tree
+ */
+
+int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox ){
+       int i, refs = 0;
+
+
        /* dummy check */
-       if( node == NULL )
+       if ( node == NULL ) {
                return 0;
-       
+       }
+
        /* is this a decision node? */
-       if( node->planenum != PLANENUM_LEAF )
-       {
+       if ( node->planenum != PLANENUM_LEAF ) {
                /* add to child nodes and return */
                refs += AddReferenceToTree_r( ds, node->children[ 0 ], skybox );
                refs += AddReferenceToTree_r( ds, node->children[ 1 ], skybox );
                return refs;
        }
-       
+
        /* ydnar */
-       if( skybox )
-       {
+       if ( skybox ) {
                /* skybox surfaces only get added to sky leaves */
-               if( !node->sky )
+               if ( !node->sky ) {
                        return 0;
-               
+               }
+
                /* increase the leaf bounds */
-               for( i = 0; i < ds->numVerts; i++ )
+               for ( i = 0; i < ds->numVerts; i++ )
                        AddPointToBounds( ds->verts[ i ].xyz, node->mins, node->maxs );
        }
-       
+
        /* add a reference */
        return AddReferenceToLeaf( ds, node );
 }
@@ -1912,129 +2018,208 @@ int AddReferenceToTree_r( mapDrawSurface_t *ds, node_t *node, qboolean skybox )
 
 
 /*
-FilterPointIntoTree_r() - ydnar
-filters a single point from a surface into the tree
-*/
-
-int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node )
-{
-       float                   d;
-       plane_t                 *plane;
-       int                             refs = 0;
-       
-       
+   FilterPointIntoTree_r() - ydnar
+   filters a single point from a surface into the tree
+ */
+
+int FilterPointIntoTree_r( vec3_t point, mapDrawSurface_t *ds, node_t *node ){
+       float d;
+       plane_t         *plane;
+       int refs = 0;
+
+
        /* is this a decision node? */
-       if( node->planenum != PLANENUM_LEAF )
-       {
+       if ( node->planenum != PLANENUM_LEAF ) {
                /* classify the point in relation to the plane */
                plane = &mapplanes[ node->planenum ];
                d = DotProduct( point, plane->normal ) - plane->dist;
-               
+
                /* filter by this plane */
                refs = 0;
-               if( d >= -ON_EPSILON )
+               if ( d >= -ON_EPSILON ) {
                        refs += FilterPointIntoTree_r( point, ds, node->children[ 0 ] );
-               if( d <= ON_EPSILON )
+               }
+               if ( d <= ON_EPSILON ) {
                        refs += FilterPointIntoTree_r( point, ds, node->children[ 1 ] );
-               
+               }
+
                /* return */
                return refs;
        }
-       
+
        /* add a reference */
        return AddReferenceToLeaf( ds, node );
 }
 
+/*
+   FilterPointConvexHullIntoTree_r() - ydnar
+   filters the convex hull of multiple points from a surface into the tree
+ */
 
+int FilterPointConvexHullIntoTree_r( vec3_t **points, int npoints, mapDrawSurface_t *ds, node_t *node ){
+       float d, dmin, dmax;
+       plane_t         *plane;
+       int refs = 0;
+       int i;
 
-/*
-FilterWindingIntoTree_r() - ydnar
-filters a winding from a drawsurface into the tree
-*/
-
-int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node )
-{
-       int                             i, refs = 0;
-       plane_t                 *p1, *p2;
-       vec4_t                  plane1, plane2, reverse;
-       winding_t               *fat, *front, *back;
-       shaderInfo_t    *si;
-       
-       
-       /* get shaderinfo */
-       si = ds->shaderInfo;
-       
-       /* ydnar: is this the head node? */
-       if( node->parent == NULL && si != NULL &&
-               (si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
-               si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
-               si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f) )
-       {
-               /* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
-               /* note this winding is completely invalid (concave, nonplanar, etc) */
-               fat = AllocWinding( w->numpoints * 3 );
-               fat->numpoints = w->numpoints * 3;
-               for( i = 0; i < w->numpoints; i++ )
-               {
-                       VectorCopy( w->p[ i ], fat->p[ i ] );
-                       VectorAdd( w->p[ i ], si->mins, fat->p[ i * 2 ] );
-                       VectorAdd( w->p[ i ], si->maxs, fat->p[ i * 3 ] );
-               }
-               
-               FreeWinding( w );
-               w = fat;
+       if ( !points ) {
+               return 0;
        }
-       
+
        /* is this a decision node? */
-       if( node->planenum != PLANENUM_LEAF )
-       {       
-               /* get node plane */
-               p1 = &mapplanes[ node->planenum ];
-               VectorCopy( p1->normal, plane1 );
-               plane1[ 3 ] = p1->dist;
-               
-               /* check if surface is planar */
-               if( ds->planeNum >= 0 )
+       if ( node->planenum != PLANENUM_LEAF ) {
+               /* classify the point in relation to the plane */
+               plane = &mapplanes[ node->planenum ];
+
+               dmin = dmax = DotProduct( *( points[0] ), plane->normal ) - plane->dist;
+               for ( i = 1; i < npoints; ++i )
                {
-                       /* get surface plane */
-                       p2 = &mapplanes[ ds->planeNum ];
-                       VectorCopy( p2->normal, plane2 );
-                       plane2[ 3 ] = p2->dist;
-                       
-                       #if 1
-                               /* invert surface plane */
-                               VectorSubtract( vec3_origin, plane2, reverse );
-                               reverse[ 3 ] = -plane2[ 3 ];
-                               
-                               /* compare planes */
-                               if( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f )
-                                       return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
-                               if( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f )
-                                       return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
-                       #else
-                               /* the drawsurf might have an associated plane, if so, force a filter here */
-                               if( ds->planeNum == node->planenum )
-                                       return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
-                               if( ds->planeNum == (node->planenum ^ 1) )
-                                       return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
-                       #endif
+                       d = DotProduct( *( points[i] ), plane->normal ) - plane->dist;
+                       if ( d > dmax ) {
+                               dmax = d;
+                       }
+                       if ( d < dmin ) {
+                               dmin = d;
+                       }
                }
-               
-               /* clip the winding by this plane */
-               ClipWindingEpsilon( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back );
-               
+
+               /* filter by this plane */
+               refs = 0;
+               if ( dmax >= -ON_EPSILON ) {
+                       refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 0 ] );
+               }
+               if ( dmin <= ON_EPSILON ) {
+                       refs += FilterPointConvexHullIntoTree_r( points, npoints, ds, node->children[ 1 ] );
+               }
+
+               /* return */
+               return refs;
+       }
+
+       /* add a reference */
+       return AddReferenceToLeaf( ds, node );
+}
+
+
+/*
+   FilterWindingIntoTree_r() - ydnar
+   filters a winding from a drawsurface into the tree
+ */
+
+int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node ){
+       int i, refs = 0;
+       plane_t         *p1, *p2;
+       vec4_t plane1, plane2;
+       winding_t       *fat, *front, *back;
+       shaderInfo_t    *si;
+
+
+       /* get shaderinfo */
+       si = ds->shaderInfo;
+
+       /* ydnar: is this the head node? */
+       if ( node->parent == NULL && si != NULL &&
+                ( si->mins[ 0 ] != 0.0f || si->maxs[ 0 ] != 0.0f ||
+                  si->mins[ 1 ] != 0.0f || si->maxs[ 1 ] != 0.0f ||
+                  si->mins[ 2 ] != 0.0f || si->maxs[ 2 ] != 0.0f ) ) {
+               static qboolean warned = qfalse;
+               if ( !warned ) {
+                       Sys_FPrintf( SYS_WRN, "WARNING: this map uses the deformVertexes move hack\n" );
+                       warned = qtrue;
+               }
+
+               /* 'fatten' the winding by the shader mins/maxs (parsed from vertexDeform move) */
+               /* note this winding is completely invalid (concave, nonplanar, etc) */
+               fat = AllocWinding( w->numpoints * 3 + 3 );
+               fat->numpoints = w->numpoints * 3 + 3;
+               for ( i = 0; i < w->numpoints; i++ )
+               {
+                       VectorCopy( w->p[ i ], fat->p[ i ] );
+                       VectorAdd( w->p[ i ], si->mins, fat->p[ i + ( w->numpoints + 1 ) ] );
+                       VectorAdd( w->p[ i ], si->maxs, fat->p[ i + ( w->numpoints + 1 ) * 2 ] );
+               }
+               VectorCopy( w->p[ 0 ], fat->p[ i ] );
+               VectorAdd( w->p[ 0 ], si->mins, fat->p[ i + w->numpoints ] );
+               VectorAdd( w->p[ 0 ], si->maxs, fat->p[ i + w->numpoints * 2 ] );
+
+               /*
+                * note: this winding is STILL not suitable for ClipWindingEpsilon, and
+                * also does not really fulfill the intention as it only contains
+                * origin, +mins, +maxs, but thanks to the "closing" points I just
+                * added to the three sub-windings, the fattening at least doesn't make
+                * it worse
+                */
+
+               FreeWinding( w );
+               w = fat;
+       }
+
+       /* is this a decision node? */
+       if ( node->planenum != PLANENUM_LEAF ) {
+               /* get node plane */
+               p1 = &mapplanes[ node->planenum ];
+               VectorCopy( p1->normal, plane1 );
+               plane1[ 3 ] = p1->dist;
+
+               /* check if surface is planar */
+               if ( ds->planeNum >= 0 ) {
+                       /* get surface plane */
+                       p2 = &mapplanes[ ds->planeNum ];
+                       VectorCopy( p2->normal, plane2 );
+                       plane2[ 3 ] = p2->dist;
+
+                       #if 0
+                       /* div0: this is the plague (inaccurate) */
+                       vec4_t reverse;
+
+                       /* invert surface plane */
+                       VectorSubtract( vec3_origin, plane2, reverse );
+                       reverse[ 3 ] = -plane2[ 3 ];
+
+                       /* compare planes */
+                       if ( DotProduct( plane1, plane2 ) > 0.999f && fabs( plane1[ 3 ] - plane2[ 3 ] ) < 0.001f ) {
+                               return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
+                       }
+                       if ( DotProduct( plane1, reverse ) > 0.999f && fabs( plane1[ 3 ] - reverse[ 3 ] ) < 0.001f ) {
+                               return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
+                       }
+            #else
+                       (void) plane2;
+                       /* div0: this is the cholera (doesn't hit enough) */
+
+                       /* the drawsurf might have an associated plane, if so, force a filter here */
+                       if ( ds->planeNum == node->planenum ) {
+                               return FilterWindingIntoTree_r( w, ds, node->children[ 0 ] );
+                       }
+                       if ( ds->planeNum == ( node->planenum ^ 1 ) ) {
+                               return FilterWindingIntoTree_r( w, ds, node->children[ 1 ] );
+                       }
+                       #endif
+               }
+
+               /* clip the winding by this plane */
+               ClipWindingEpsilonStrict( w, plane1, plane1[ 3 ], ON_EPSILON, &front, &back ); /* strict; we handle the "winding disappeared" case */
+
                /* filter by this plane */
                refs = 0;
-               if( front != NULL )
+               if ( front == NULL && back == NULL ) {
+                       /* same plane, this is an ugly hack */
+                       /* but better too many than too few refs */
+                       refs += FilterWindingIntoTree_r( CopyWinding( w ), ds, node->children[ 0 ] );
+                       refs += FilterWindingIntoTree_r( CopyWinding( w ), ds, node->children[ 1 ] );
+               }
+               if ( front != NULL ) {
                        refs += FilterWindingIntoTree_r( front, ds, node->children[ 0 ] );
-               if( back != NULL )
+               }
+               if ( back != NULL ) {
                        refs += FilterWindingIntoTree_r( back, ds, node->children[ 1 ] );
+               }
                FreeWinding( w );
-               
+
                /* return */
                return refs;
        }
-       
+
        /* add a reference */
        return AddReferenceToLeaf( ds, node );
 }
@@ -2042,20 +2227,19 @@ int FilterWindingIntoTree_r( winding_t *w, mapDrawSurface_t *ds, node_t *node )
 
 
 /*
-FilterFaceIntoTree()
-filters a planar winding face drawsurface into the bsp tree
-*/
-
-int    FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree )
-{
-       winding_t       *w;
-       int                     refs = 0;
-       
-       
+   FilterFaceIntoTree()
+   filters a planar winding face drawsurface into the bsp tree
+ */
+
+int FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
+       winding_t   *w;
+       int refs = 0;
+
+
        /* make a winding and filter it into the tree */
        w = WindingFromDrawSurf( ds );
        refs = FilterWindingIntoTree_r( w, ds, tree->headnode );
-       
+
        /* return */
        return refs;
 }
@@ -2063,82 +2247,57 @@ int     FilterFaceIntoTree( mapDrawSurface_t *ds, tree_t *tree )
 
 
 /*
-FilterPatchIntoTree()
-subdivides a patch into an approximate curve and filters it into the tree
-*/
-
-#define        FILTER_SUBDIVISION              8
-
-static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree )
-{
-       int                                     i, x, y, refs;
-       mesh_t                          src, *mesh;
-       winding_t                       *w;
-       
-       
-       /* subdivide the surface */
-       src.width = ds->patchWidth;
-       src.height = ds->patchHeight;
-       src.verts = ds->verts;
-       mesh = SubdivideMesh( src, FILTER_SUBDIVISION, 32 );
-       
-       
-       /* filter each quad into the tree (fixme: use new patch x-triangulation code?) */
-       refs = 0;
-       for( y = 0; y < (mesh->height - 1); y++ )
-       {
-               for( x = 0; x < (mesh->width - 1); x++ )
+   FilterPatchIntoTree()
+   subdivides a patch into an approximate curve and filters it into the tree
+ */
+
+#define FILTER_SUBDIVISION      8
+
+static int FilterPatchIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
+       int x, y, refs = 0;
+
+       for ( y = 0; y + 2 < ds->patchHeight; y += 2 )
+               for ( x = 0; x + 2 < ds->patchWidth; x += 2 )
                {
-                       /* triangle 1 */
-                       w = AllocWinding( 3 );
-                       w->numpoints = 3;
-                       VectorCopy( mesh->verts[ y * mesh->width + x ].xyz, w->p[ 0 ] );
-                       VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
-                       VectorCopy( mesh->verts[ (y + 1) * mesh->width + x ].xyz, w->p[ 2 ] );
-                       refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
-                       
-                       /* triangle 2 */
-                       w = AllocWinding( 3 );
-                       w->numpoints = 3;
-                       VectorCopy( mesh->verts[ y * mesh->width + x + 1 ].xyz, w->p[ 0 ] );
-                       VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x + 1 ].xyz, w->p[ 1 ] );
-                       VectorCopy( mesh->verts[ (y + 1 ) * mesh->width + x ].xyz, w->p[ 2 ] );
-                       refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
+                       vec3_t *points[9];
+                       points[0] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 0 )].xyz;
+                       points[1] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 1 )].xyz;
+                       points[2] = &ds->verts[( y + 0 ) * ds->patchWidth + ( x + 2 )].xyz;
+                       points[3] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 0 )].xyz;
+                       points[4] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 1 )].xyz;
+                       points[5] = &ds->verts[( y + 1 ) * ds->patchWidth + ( x + 2 )].xyz;
+                       points[6] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 0 )].xyz;
+                       points[7] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 1 )].xyz;
+                       points[8] = &ds->verts[( y + 2 ) * ds->patchWidth + ( x + 2 )].xyz;
+                       refs += FilterPointConvexHullIntoTree_r( points, 9, ds, tree->headnode );
                }
-       }
-       
-       /* use point filtering as well */
-       for( i = 0; i < (mesh->width * mesh->height); i++ )
-               refs += FilterPointIntoTree_r( mesh->verts[ i ].xyz, ds, tree->headnode );
-       
-       /* free the subdivided mesh and return */
-       FreeMesh( mesh );
+
        return refs;
 }
 
 
 
 /*
-FilterTrianglesIntoTree()
-filters a triangle surface (meta, model) into the bsp
-*/
-
-static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree )
-{
-       int                     i, refs;
-       winding_t       *w;
-       
-       
+   FilterTrianglesIntoTree()
+   filters a triangle surface (meta, model) into the bsp
+ */
+
+static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
+       int i, refs;
+       winding_t   *w;
+
+
        /* ydnar: gs mods: this was creating bogus triangles before */
        refs = 0;
-       for( i = 0; i < ds->numIndexes; i += 3 )
+       for ( i = 0; i < ds->numIndexes; i += 3 )
        {
                /* error check */
-               if( ds->indexes[ i ] >= ds->numVerts ||
-                       ds->indexes[ i + 1 ] >= ds->numVerts ||
-                       ds->indexes[ i + 2 ] >= ds->numVerts )
+               if ( ds->indexes[ i ] >= ds->numVerts ||
+                        ds->indexes[ i + 1 ] >= ds->numVerts ||
+                        ds->indexes[ i + 2 ] >= ds->numVerts ) {
                        Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
-               
+               }
+
                /* make a triangle winding and filter it into the tree */
                w = AllocWinding( 3 );
                w->numpoints = 3;
@@ -2147,9 +2306,9 @@ static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree )
                VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
                refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
        }
-       
+
        /* use point filtering as well */
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
                refs += FilterPointIntoTree_r( ds->verts[ i ].xyz, ds, tree->headnode );
 
        return refs;
@@ -2158,34 +2317,34 @@ static int FilterTrianglesIntoTree( mapDrawSurface_t *ds, tree_t *tree )
 
 
 /*
-FilterFoliageIntoTree()
-filters a foliage surface (wolf et/splash damage)
-*/
-
-static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree )
-{
-       int                             f, i, refs;
-       bspDrawVert_t   *instance;
-       vec3_t                  xyz;
-       winding_t               *w;
-       
-       
+   FilterFoliageIntoTree()
+   filters a foliage surface (wolf et/splash damage)
+ */
+
+static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
+       int f, i, refs;
+       bspDrawVert_t   *instance;
+       vec3_t xyz;
+       winding_t       *w;
+
+
        /* walk origin list */
        refs = 0;
-       for( f = 0; f < ds->numFoliageInstances; f++ )
+       for ( f = 0; f < ds->numFoliageInstances; f++ )
        {
                /* get instance */
                instance = ds->verts + ds->patchHeight + f;
-               
+
                /* walk triangle list */
-               for( i = 0; i < ds->numIndexes; i += 3 )
+               for ( i = 0; i < ds->numIndexes; i += 3 )
                {
                        /* error check */
-                       if( ds->indexes[ i ] >= ds->numVerts ||
-                               ds->indexes[ i + 1 ] >= ds->numVerts ||
-                               ds->indexes[ i + 2 ] >= ds->numVerts )
+                       if ( ds->indexes[ i ] >= ds->numVerts ||
+                                ds->indexes[ i + 1 ] >= ds->numVerts ||
+                                ds->indexes[ i + 2 ] >= ds->numVerts ) {
                                Error( "Index %d greater than vertex count %d", ds->indexes[ i ], ds->numVerts );
-                       
+                       }
+
                        /* make a triangle winding and filter it into the tree */
                        w = AllocWinding( 3 );
                        w->numpoints = 3;
@@ -2194,77 +2353,74 @@ static int FilterFoliageIntoTree( mapDrawSurface_t *ds, tree_t *tree )
                        VectorAdd( instance->xyz, ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
                        refs += FilterWindingIntoTree_r( w, ds, tree->headnode );
                }
-               
+
                /* use point filtering as well */
-               for( i = 0; i < (ds->numVerts - ds->numFoliageInstances); i++ )
+               for ( i = 0; i < ( ds->numVerts - ds->numFoliageInstances ); i++ )
                {
                        VectorAdd( instance->xyz, ds->verts[ i ].xyz, xyz );
                        refs += FilterPointIntoTree_r( xyz, ds, tree->headnode );
                }
        }
-       
+
        return refs;
 }
 
 
 
 /*
-FilterFlareIntoTree()
-simple point filtering for flare surfaces
-*/
-static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree )
-{
+   FilterFlareIntoTree()
+   simple point filtering for flare surfaces
+ */
+static int FilterFlareSurfIntoTree( mapDrawSurface_t *ds, tree_t *tree ){
        return FilterPointIntoTree_r( ds->lightmapOrigin, ds, tree->headnode );
 }
 
 
 
 /*
-EmitDrawVerts() - ydnar
-emits bsp drawverts from a map drawsurface
-*/
-
-void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out )
-{
-       int                             i, k;
-       bspDrawVert_t   *dv;
-       shaderInfo_t    *si;
-       float                   offset;
-       
-       
+   EmitDrawVerts() - ydnar
+   emits bsp drawverts from a map drawsurface
+ */
+
+void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out ){
+       int i, k;
+       bspDrawVert_t   *dv;
+       shaderInfo_t    *si;
+       float offset;
+
+
        /* get stuff */
        si = ds->shaderInfo;
        offset = si->offset;
-       
+
        /* copy the verts */
        out->firstVert = numBSPDrawVerts;
        out->numVerts = ds->numVerts;
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
        {
                /* allocate a new vert */
-               if( numBSPDrawVerts == MAX_MAP_DRAW_VERTS )
-                       Error( "MAX_MAP_DRAW_VERTS" );
                IncDrawVerts();
                dv = &bspDrawVerts[ numBSPDrawVerts - 1 ];
-               
+
                /* copy it */
                memcpy( dv, &ds->verts[ i ], sizeof( *dv ) );
-               
+
                /* offset? */
-               if( offset != 0.0f )
+               if ( offset != 0.0f ) {
                        VectorMA( dv->xyz, offset, dv->normal, dv->xyz );
-               
+               }
+
                /* expand model bounds
                   necessary because of misc_model surfaces on entities
                   note: does not happen on worldspawn as its bounds is only used for determining lightgrid bounds */
-               if( numBSPModels > 0 )
+               if ( numBSPModels > 0 ) {
                        AddPointToBounds( dv->xyz, bspModels[ numBSPModels ].mins, bspModels[ numBSPModels ].maxs );
-               
+               }
+
                /* debug color? */
-               if( debugSurfaces )
-               {
-                       for( k = 0; k < MAX_LIGHTMAPS; k++ )
-                               VectorCopy( debugColors[ (ds - mapDrawSurfs) % 12 ], dv->color[ k ] );
+               if ( debugSurfaces ) {
+                       for ( k = 0; k < MAX_LIGHTMAPS; k++ )
+                               VectorCopy( debugColors[ ( ds - mapDrawSurfs ) % 12 ], dv->color[ k ] );
                }
        }
 }
@@ -2272,71 +2428,69 @@ void EmitDrawVerts( mapDrawSurface_t *ds, bspDrawSurface_t *out )
 
 
 /*
-FindDrawIndexes() - ydnar
-this attempts to find a run of indexes in the bsp that match the given indexes
-this tends to reduce the size of the bsp index pool by 1/3 or more
-returns numIndexes + 1 if the search failed
-*/
-
-int FindDrawIndexes( int numIndexes, int *indexes )
-{
-       int             i, j, numTestIndexes;
-       
-       
+   FindDrawIndexes() - ydnar
+   this attempts to find a run of indexes in the bsp that match the given indexes
+   this tends to reduce the size of the bsp index pool by 1/3 or more
+   returns numIndexes + 1 if the search failed
+ */
+
+int FindDrawIndexes( int numIndexes, int *indexes ){
+       int i, j, numTestIndexes;
+
+
        /* dummy check */
-       if( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL )
+       if ( numIndexes < 3 || numBSPDrawIndexes < numIndexes || indexes == NULL ) {
                return numBSPDrawIndexes;
-       
+       }
+
        /* set limit */
        numTestIndexes = 1 + numBSPDrawIndexes - numIndexes;
-       
+
        /* handle 3 indexes as a special case for performance */
-       if( numIndexes == 3 )
-       {
+       if ( numIndexes == 3 ) {
                /* run through all indexes */
-               for( i = 0; i < numTestIndexes; i++ )
+               for ( i = 0; i < numTestIndexes; i++ )
                {
                        /* test 3 indexes */
-                       if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
-                               indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
-                               indexes[ 2 ] == bspDrawIndexes[ i + 2 ] )
-                       {
+                       if ( indexes[ 0 ] == bspDrawIndexes[ i ] &&
+                                indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
+                                indexes[ 2 ] == bspDrawIndexes[ i + 2 ] ) {
                                numRedundantIndexes += numIndexes;
                                return i;
                        }
                }
-               
+
                /* failed */
                return numBSPDrawIndexes;
        }
-       
+
        /* handle 4 or more indexes */
-       for( i = 0; i < numTestIndexes; i++ )
+       for ( i = 0; i < numTestIndexes; i++ )
        {
                /* test first 4 indexes */
-               if( indexes[ 0 ] == bspDrawIndexes[ i ] &&
-                       indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
-                       indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
-                       indexes[ 3 ] == bspDrawIndexes[ i + 3 ] )
-               {
+               if ( indexes[ 0 ] == bspDrawIndexes[ i ] &&
+                        indexes[ 1 ] == bspDrawIndexes[ i + 1 ] &&
+                        indexes[ 2 ] == bspDrawIndexes[ i + 2 ] &&
+                        indexes[ 3 ] == bspDrawIndexes[ i + 3 ] ) {
                        /* handle 4 indexes */
-                       if( numIndexes == 4 )
+                       if ( numIndexes == 4 ) {
                                return i;
-                       
+                       }
+
                        /* test the remainder */
-                       for( j = 4; j < numIndexes; j++ )
+                       for ( j = 4; j < numIndexes; j++ )
                        {
-                               if( indexes[ j ] != bspDrawIndexes[ i + j ] )
+                               if ( indexes[ j ] != bspDrawIndexes[ i + j ] ) {
                                        break;
-                               else if( j == (numIndexes - 1) )
-                               {
+                               }
+                               else if ( j == ( numIndexes - 1 ) ) {
                                        numRedundantIndexes += numIndexes;
                                        return i;
                                }
                        }
                }
        }
-       
+
        /* failed */
        return numBSPDrawIndexes;
 }
@@ -2344,41 +2498,36 @@ int FindDrawIndexes( int numIndexes, int *indexes )
 
 
 /*
-EmitDrawIndexes() - ydnar
-attempts to find an existing run of drawindexes before adding new ones
-*/
-
-void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out )
-{
-       int                     i;
-       
-       
+   EmitDrawIndexes() - ydnar
+   attempts to find an existing run of drawindexes before adding new ones
+ */
+
+void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out ){
+       int i;
+
+
        /* attempt to use redundant indexing */
        out->firstIndex = FindDrawIndexes( ds->numIndexes, ds->indexes );
        out->numIndexes = ds->numIndexes;
-       if( out->firstIndex == numBSPDrawIndexes )
-       {
+       if ( out->firstIndex == numBSPDrawIndexes ) {
                /* copy new unique indexes */
-               for( i = 0; i < ds->numIndexes; i++ )
+               for ( i = 0; i < ds->numIndexes; i++ )
                {
-                       if( numBSPDrawIndexes == MAX_MAP_DRAW_INDEXES )
-                               Error( "MAX_MAP_DRAW_INDEXES" );
+                       AUTOEXPAND_BY_REALLOC_BSP( DrawIndexes, 1024 );
                        bspDrawIndexes[ numBSPDrawIndexes ] = ds->indexes[ i ];
 
                        /* validate the index */
-                       if( ds->type != SURFACE_PATCH )
-                       {
-                               if( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts )
-                               {
-                                       Sys_Printf( "WARNING: %d %s has invalid index %d (%d)\n",
-                                               numBSPDrawSurfaces,
-                                               ds->shaderInfo->shader,
-                                               bspDrawIndexes[ numBSPDrawIndexes ],
-                                               i );
+                       if ( ds->type != SURFACE_PATCH ) {
+                               if ( bspDrawIndexes[ numBSPDrawIndexes ] < 0 || bspDrawIndexes[ numBSPDrawIndexes ] >= ds->numVerts ) {
+                                       Sys_FPrintf( SYS_WRN, "WARNING: %d %s has invalid index %d (%d)\n",
+                                                               numBSPDrawSurfaces,
+                                                               ds->shaderInfo->shader,
+                                                               bspDrawIndexes[ numBSPDrawIndexes ],
+                                                               i );
                                        bspDrawIndexes[ numBSPDrawIndexes ] = 0;
                                }
                        }
-                       
+
                        /* increment index count */
                        numBSPDrawIndexes++;
                }
@@ -2389,39 +2538,41 @@ void EmitDrawIndexes( mapDrawSurface_t *ds, bspDrawSurface_t *out )
 
 
 /*
-EmitFlareSurface()
-emits a bsp flare drawsurface
-*/
-
-void EmitFlareSurface( mapDrawSurface_t *ds )
-{
-       int                                             i;
-       bspDrawSurface_t                *out;
-       
-       
+   EmitFlareSurface()
+   emits a bsp flare drawsurface
+ */
+
+void EmitFlareSurface( mapDrawSurface_t *ds ){
+       int i;
+       bspDrawSurface_t        *out;
+
+
        /* ydnar: nuking useless flare drawsurfaces */
-       if( emitFlares == qfalse && ds->type != SURFACE_SHADER )
+       if ( emitFlares == qfalse && ds->type != SURFACE_SHADER ) {
                return;
-       
+       }
+
        /* limit check */
-       if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+       if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
                Error( "MAX_MAP_DRAW_SURFS" );
-       
+       }
+
        /* allocate a new surface */
-       if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+       if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
                Error( "MAX_MAP_DRAW_SURFS" );
+       }
        out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
        ds->outputNum = numBSPDrawSurfaces;
        numBSPDrawSurfaces++;
        memset( out, 0, sizeof( *out ) );
-       
+
        /* set it up */
        out->surfaceType = MST_FLARE;
        out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
        out->fogNum = ds->fogNum;
-       
+
        /* RBSP */
-       for( i = 0; i < MAX_LIGHTMAPS; i++ )
+       for ( i = 0; i < MAX_LIGHTMAPS; i++ )
        {
                out->lightmapNum[ i ] = -3;
                out->lightmapStyles[ i ] = LS_NONE;
@@ -2429,77 +2580,79 @@ void EmitFlareSurface( mapDrawSurface_t *ds )
        }
        out->lightmapStyles[ 0 ] = ds->lightStyle;
        out->vertexStyles[ 0 ] = ds->lightStyle;
-       
-       VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );                  /* origin */
-       VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );    /* color */
+
+       VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );          /* origin */
+       VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );    /* color */
        VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
-       VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );    /* normal */
-       
+       VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );    /* normal */
+
        /* add to count */
        numSurfacesByType[ ds->type ]++;
 }
 
-
-
 /*
-EmitPatchSurface()
-emits a bsp patch drawsurface
-*/
-
-void EmitPatchSurface( mapDrawSurface_t *ds )
-{
-       int                                     i, j;
-       bspDrawSurface_t        *out;
-       int                                     surfaceFlags, contentFlags;
-       
-       
+   EmitPatchSurface()
+   emits a bsp patch drawsurface
+ */
+
+void EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds ){
+       int i, j;
+       bspDrawSurface_t    *out;
+       int surfaceFlags, contentFlags;
+       int forcePatchMeta;
+
+       /* vortex: _patchMeta support */
+       forcePatchMeta = IntForKey( e, "_patchMeta" );
+       if ( !forcePatchMeta ) {
+               forcePatchMeta = IntForKey( e, "patchMeta" );
+       }
+
        /* invert the surface if necessary */
-       if( ds->shaderInfo->invert )
-       {
-               bspDrawVert_t   *dv1, *dv2, temp;
-               
+       if ( ds->backSide || ds->shaderInfo->invert ) {
+               bspDrawVert_t   *dv1, *dv2, temp;
 
                /* walk the verts, flip the normal */
-               for( i = 0; i < ds->numVerts; i++ )
+               for ( i = 0; i < ds->numVerts; i++ )
                        VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
-               
+
                /* walk the verts again, but this time reverse their order */
-               for( j = 0; j < ds->patchHeight; j++ )
+               for ( j = 0; j < ds->patchHeight; j++ )
                {
-                       for( i = 0; i < (ds->patchWidth / 2); i++ )
+                       for ( i = 0; i < ( ds->patchWidth / 2 ); i++ )
                        {
                                dv1 = &ds->verts[ j * ds->patchWidth + i ];
-                               dv2 = &ds->verts[ j * ds->patchWidth + (ds->patchWidth - i - 1) ];
+                               dv2 = &ds->verts[ j * ds->patchWidth + ( ds->patchWidth - i - 1 ) ];
                                memcpy( &temp, dv1, sizeof( bspDrawVert_t ) );
                                memcpy( dv1, dv2, sizeof( bspDrawVert_t ) );
                                memcpy( dv2, &temp, sizeof( bspDrawVert_t ) );
                        }
                }
-               
+
                /* invert facing */
                VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
        }
-       
+
        /* allocate a new surface */
-       if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+       if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
                Error( "MAX_MAP_DRAW_SURFS" );
+       }
        out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
        ds->outputNum = numBSPDrawSurfaces;
        numBSPDrawSurfaces++;
        memset( out, 0, sizeof( *out ) );
-       
+
        /* set it up */
        out->surfaceType = MST_PATCH;
-       if( debugSurfaces )
+       if ( debugSurfaces ) {
                out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
-       else if( patchMeta )
-       {
+       }
+       else if ( patchMeta || forcePatchMeta ) {
                /* patch meta requires that we have nodraw patches for collision */
                surfaceFlags = ds->shaderInfo->surfaceFlags;
                contentFlags = ds->shaderInfo->contentFlags;
                ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, NULL );
                ApplySurfaceParm( "pointlight", &contentFlags, &surfaceFlags, NULL );
-               
+
                /* we don't want this patch getting lightmapped */
                VectorClear( ds->lightmapVecs[ 2 ] );
                VectorClear( ds->lightmapAxis );
@@ -2508,14 +2661,15 @@ void EmitPatchSurface( mapDrawSurface_t *ds )
                /* emit the new fake shader */
                out->shaderNum = EmitShader( ds->shaderInfo->shader, &contentFlags, &surfaceFlags );
        }
-       else
+       else{
                out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
+       }
        out->patchWidth = ds->patchWidth;
        out->patchHeight = ds->patchHeight;
        out->fogNum = ds->fogNum;
-       
+
        /* RBSP */
-       for( i = 0; i < MAX_LIGHTMAPS; i++ )
+       for ( i = 0; i < MAX_LIGHTMAPS; i++ )
        {
                out->lightmapNum[ i ] = -3;
                out->lightmapStyles[ i ] = LS_NONE;
@@ -2523,130 +2677,130 @@ void EmitPatchSurface( mapDrawSurface_t *ds )
        }
        out->lightmapStyles[ 0 ] = LS_NORMAL;
        out->vertexStyles[ 0 ] = LS_NORMAL;
-       
+
        /* ydnar: gs mods: previously, the lod bounds were stored in lightmapVecs[ 0 ] and [ 1 ], moved to bounds[ 0 ] and [ 1 ] */
        VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
        VectorCopy( ds->bounds[ 0 ], out->lightmapVecs[ 0 ] );
        VectorCopy( ds->bounds[ 1 ], out->lightmapVecs[ 1 ] );
        VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
-       
+
        /* ydnar: gs mods: clear out the plane normal */
-       if( ds->planar == qfalse )
+       if ( ds->planar == qfalse ) {
                VectorClear( out->lightmapVecs[ 2 ] );
-       
+       }
+
        /* emit the verts and indexes */
        EmitDrawVerts( ds, out );
        EmitDrawIndexes( ds, out );
-       
+
        /* add to count */
        numSurfacesByType[ ds->type ]++;
 }
 
+/*
+   OptimizeTriangleSurface() - ydnar
+   optimizes the vertex/index data in a triangle surface
+ */
+
+#define VERTEX_CACHE_SIZE   16
+
+static void OptimizeTriangleSurface( mapDrawSurface_t *ds ){
+       int i, j, k, temp, first, best, bestScore, score;
+       int vertexCache[ VERTEX_CACHE_SIZE + 1 ];       /* one more for optimizing insert */
+       int     *indexes;
 
 
-/*
-OptimizeTriangleSurface() - ydnar
-optimizes the vertex/index data in a triangle surface
-*/
-
-#define VERTEX_CACHE_SIZE      16
-
-static void OptimizeTriangleSurface( mapDrawSurface_t *ds )
-{
-       int             i, j, k, temp, first, best, bestScore, score;
-       int             vertexCache[ VERTEX_CACHE_SIZE + 1 ];   /* one more for optimizing insert */
-       int             *indexes;
-       
-       
        /* certain surfaces don't get optimized */
-       if( ds->numIndexes <= VERTEX_CACHE_SIZE ||
-               ds->shaderInfo->autosprite )
+       if ( ds->numIndexes <= VERTEX_CACHE_SIZE ||
+                ds->shaderInfo->autosprite ) {
                return;
-       
+       }
+
        /* create index scratch pad */
        indexes = safe_malloc( ds->numIndexes * sizeof( *indexes ) );
        memcpy( indexes, ds->indexes, ds->numIndexes * sizeof( *indexes ) );
-       
+
        /* setup */
-       for( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
+       for ( i = 0; i <= VERTEX_CACHE_SIZE && i < ds->numIndexes; i++ )
                vertexCache[ i ] = indexes[ i ];
-       
+
        /* add triangles in a vertex cache-aware order */
-       for( i = 0; i < ds->numIndexes; i += 3 )
+       for ( i = 0; i < ds->numIndexes; i += 3 )
        {
                /* find best triangle given the current vertex cache */
                first = -1;
                best = -1;
                bestScore = -1;
-               for( j = 0; j < ds->numIndexes; j += 3 )
+               for ( j = 0; j < ds->numIndexes; j += 3 )
                {
                        /* valid triangle? */
-                       if( indexes[ j ] != -1 )
-                       {
+                       if ( indexes[ j ] != -1 ) {
                                /* set first if necessary */
-                               if( first < 0 )
+                               if ( first < 0 ) {
                                        first = j;
-                               
+                               }
+
                                /* score the triangle */
                                score = 0;
-                               for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
+                               for ( k = 0; k < VERTEX_CACHE_SIZE; k++ )
                                {
-                                       if( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] )
+                                       if ( indexes[ j ] == vertexCache[ k ] || indexes[ j + 1 ] == vertexCache[ k ] || indexes[ j + 2 ] == vertexCache[ k ] ) {
                                                score++;
+                                       }
                                }
-                               
+
                                /* better triangle? */
-                               if( score > bestScore )
-                               {
+                               if ( score > bestScore ) {
                                        bestScore = score;
                                        best = j;
                                }
-                               
+
                                /* a perfect score of 3 means this triangle's verts are already present in the vertex cache */
-                               if( score == 3 )
+                               if ( score == 3 ) {
                                        break;
+                               }
                        }
                }
-               
+
                /* check if no decent triangle was found, and use first available */
-               if( best < 0 )
+               if ( best < 0 ) {
                        best = first;
-               
+               }
+
                /* valid triangle? */
-               if( best >= 0 )
-               {
+               if ( best >= 0 ) {
                        /* add triangle to vertex cache */
-                       for( j = 0; j < 3; j++ )
+                       for ( j = 0; j < 3; j++ )
                        {
-                               for( k = 0; k < VERTEX_CACHE_SIZE; k++ )
+                               for ( k = 0; k < VERTEX_CACHE_SIZE; k++ )
                                {
-                                       if( indexes[ best + j ] == vertexCache[ k ] )
+                                       if ( indexes[ best + j ] == vertexCache[ k ] ) {
                                                break;
+                                       }
                                }
-                               
-                               if( k >= VERTEX_CACHE_SIZE )
-                               {
+
+                               if ( k >= VERTEX_CACHE_SIZE ) {
                                        /* pop off top of vertex cache */
-                                       for( k = VERTEX_CACHE_SIZE; k > 0; k-- )
+                                       for ( k = VERTEX_CACHE_SIZE; k > 0; k-- )
                                                vertexCache[ k ] = vertexCache[ k - 1 ];
-                                       
+
                                        /* add vertex */
                                        vertexCache[ 0 ] = indexes[ best + j ];
                                }
                        }
-                       
+
                        /* add triangle to surface */
                        ds->indexes[ i ] = indexes[ best ];
                        ds->indexes[ i + 1 ] = indexes[ best + 1 ];
                        ds->indexes[ i + 2 ] = indexes[ best + 2 ];
-                       
+
                        /* clear from input pool */
                        indexes[ best ] = -1;
                        indexes[ best + 1 ] = -1;
                        indexes[ best + 2 ] = -1;
-                       
+
                        /* sort triangle windings (312 -> 123) */
-                       while( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
+                       while ( ds->indexes[ i ] > ds->indexes[ i + 1 ] || ds->indexes[ i ] > ds->indexes[ i + 2 ] )
                        {
                                temp = ds->indexes[ i ];
                                ds->indexes[ i ] = ds->indexes[ i + 1 ];
@@ -2655,7 +2809,7 @@ static void OptimizeTriangleSurface( mapDrawSurface_t *ds )
                        }
                }
        }
-       
+
        /* clean up */
        free( indexes );
 }
@@ -2663,86 +2817,92 @@ static void OptimizeTriangleSurface( mapDrawSurface_t *ds )
 
 
 /*
-EmitTriangleSurface()
-creates a bsp drawsurface from arbitrary triangle surfaces
-*/
-
-static void EmitTriangleSurface( mapDrawSurface_t *ds )
-{
-       int                                             i, temp;
-       bspDrawSurface_t                *out;
-       
-       
+   EmitTriangleSurface()
+   creates a bsp drawsurface from arbitrary triangle surfaces
+ */
+
+void EmitTriangleSurface( mapDrawSurface_t *ds ){
+       int i, temp;
+       bspDrawSurface_t        *out;
+
        /* invert the surface if necessary */
-       if( ds->shaderInfo->invert )
-       {
+       if ( ds->backSide || ds->shaderInfo->invert ) {
                /* walk the indexes, reverse the triangle order */
-               for( i = 0; i < ds->numIndexes; i += 3 )
+               for ( i = 0; i < ds->numIndexes; i += 3 )
                {
                        temp = ds->indexes[ i ];
                        ds->indexes[ i ] = ds->indexes[ i + 1 ];
                        ds->indexes[ i + 1 ] = temp;
                }
-               
+
                /* walk the verts, flip the normal */
-               for( i = 0; i < ds->numVerts; i++ )
+               for ( i = 0; i < ds->numVerts; i++ )
                        VectorScale( ds->verts[ i ].normal, -1.0f, ds->verts[ i ].normal );
-               
+
                /* invert facing */
                VectorScale( ds->lightmapVecs[ 2 ], -1.0f, ds->lightmapVecs[ 2 ] );
        }
-       
+
        /* allocate a new surface */
-       if( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS )
+       if ( numBSPDrawSurfaces == MAX_MAP_DRAW_SURFS ) {
                Error( "MAX_MAP_DRAW_SURFS" );
+       }
        out = &bspDrawSurfaces[ numBSPDrawSurfaces ];
        ds->outputNum = numBSPDrawSurfaces;
        numBSPDrawSurfaces++;
        memset( out, 0, sizeof( *out ) );
-       
+
        /* ydnar/sd: handle wolf et foliage surfaces */
-       if( ds->type == SURFACE_FOLIAGE )
+       if ( ds->type == SURFACE_FOLIAGE ) {
                out->surfaceType = MST_FOLIAGE;
-       
+       }
+
        /* ydnar: gs mods: handle lightmapped terrain (force to planar type) */
        //%     else if( VectorLength( ds->lightmapAxis ) <= 0.0f || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
-       else if( (VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse) || ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FOGHULL || debugSurfaces )
+       else if ( ( VectorLength( ds->lightmapAxis ) <= 0.0f && ds->planar == qfalse ) ||
+                         ds->type == SURFACE_TRIANGLES ||
+                         ds->type == SURFACE_FOGHULL ||
+                         ds->numVerts > maxLMSurfaceVerts ||
+                         debugSurfaces ) {
                out->surfaceType = MST_TRIANGLE_SOUP;
-       
+       }
+
        /* set to a planar face */
-       else
+       else{
                out->surfaceType = MST_PLANAR;
-       
+       }
+
        /* set it up */
-       if( debugSurfaces )
+       if ( debugSurfaces ) {
                out->shaderNum = EmitShader( "debugsurfaces", NULL, NULL );
-       else
+       }
+       else{
                out->shaderNum = EmitShader( ds->shaderInfo->shader, &ds->shaderInfo->contentFlags, &ds->shaderInfo->surfaceFlags );
+       }
        out->patchWidth = ds->patchWidth;
        out->patchHeight = ds->patchHeight;
        out->fogNum = ds->fogNum;
-       
+
        /* debug inset (push each triangle vertex towards the center of each triangle it is on */
-       if( debugInset )
-       {
-               bspDrawVert_t   *a, *b, *c;
-               vec3_t                  cent, dir;
+       if ( debugInset ) {
+               bspDrawVert_t   *a, *b, *c;
+               vec3_t cent, dir;
+
 
-               
                /* walk triangle list */
-               for( i = 0; i < ds->numIndexes; i += 3 )
+               for ( i = 0; i < ds->numIndexes; i += 3 )
                {
                        /* get verts */
                        a = &ds->verts[ ds->indexes[ i ] ];
                        b = &ds->verts[ ds->indexes[ i + 1 ] ];
                        c = &ds->verts[ ds->indexes[ i + 2 ] ];
-                       
+
                        /* calculate centroid */
                        VectorCopy( a->xyz, cent );
                        VectorAdd( cent, b->xyz, cent );
                        VectorAdd( cent, c->xyz, cent );
                        VectorScale( cent, 1.0f / 3.0f, cent );
-                       
+
                        /* offset each vertex */
                        VectorSubtract( cent, a->xyz, dir );
                        VectorNormalize( dir, dir );
@@ -2755,9 +2915,9 @@ static void EmitTriangleSurface( mapDrawSurface_t *ds )
                        VectorAdd( c->xyz, dir, c->xyz );
                }
        }
-       
+
        /* RBSP */
-       for( i = 0; i < MAX_LIGHTMAPS; i++ )
+       for ( i = 0; i < MAX_LIGHTMAPS; i++ )
        {
                out->lightmapNum[ i ] = -3;
                out->lightmapStyles[ i ] = LS_NONE;
@@ -2765,24 +2925,25 @@ static void EmitTriangleSurface( mapDrawSurface_t *ds )
        }
        out->lightmapStyles[ 0 ] = LS_NORMAL;
        out->vertexStyles[ 0 ] = LS_NORMAL;
-       
+
        /* lightmap vectors (lod bounds for patches */
        VectorCopy( ds->lightmapOrigin, out->lightmapOrigin );
        VectorCopy( ds->lightmapVecs[ 0 ], out->lightmapVecs[ 0 ] );
        VectorCopy( ds->lightmapVecs[ 1 ], out->lightmapVecs[ 1 ] );
        VectorCopy( ds->lightmapVecs[ 2 ], out->lightmapVecs[ 2 ] );
-       
+
        /* ydnar: gs mods: clear out the plane normal */
-       if( ds->planar == qfalse )
+       if ( ds->planar == qfalse ) {
                VectorClear( out->lightmapVecs[ 2 ] );
-       
+       }
+
        /* optimize the surface's triangles */
        OptimizeTriangleSurface( ds );
-       
+
        /* emit the verts and indexes */
        EmitDrawVerts( ds, out );
        EmitDrawIndexes( ds, out );
-       
+
        /* add to count */
        numSurfacesByType[ ds->type ]++;
 }
@@ -2790,63 +2951,66 @@ static void EmitTriangleSurface( mapDrawSurface_t *ds )
 
 
 /*
-EmitFaceSurface()
-emits a bsp planar winding (brush face) drawsurface
-*/
+   EmitFaceSurface()
+   emits a bsp planar winding (brush face) drawsurface
+ */
 
-static void EmitFaceSurface( mapDrawSurface_t *ds )
-{
+static void EmitFaceSurface( mapDrawSurface_t *ds ){
        /* strip/fan finding was moved elsewhere */
-       StripFaceSurface( ds );
+       if ( maxAreaFaceSurface ) {
+               MaxAreaFaceSurface( ds );
+       }
+       else{
+               StripFaceSurface( ds );
+       }
        EmitTriangleSurface( ds );
 }
 
 
-
 /*
-MakeDebugPortalSurfs_r() - ydnar
-generates drawsurfaces for passable portals in the bsp
-*/
-
-static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si )
-{
-       int                                     i, k, c, s;     
-       portal_t                        *p;
-       winding_t                       *w;
-       mapDrawSurface_t        *ds;
-       bspDrawVert_t           *dv;
-       
-       
+   MakeDebugPortalSurfs_r() - ydnar
+   generates drawsurfaces for passable portals in the bsp
+ */
+
+static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si ){
+       int i, k, c, s;
+       portal_t            *p;
+       winding_t           *w;
+       mapDrawSurface_t    *ds;
+       bspDrawVert_t       *dv;
+
+
        /* recurse if decision node */
-       if( node->planenum != PLANENUM_LEAF)
-       {
+       if ( node->planenum != PLANENUM_LEAF ) {
                MakeDebugPortalSurfs_r( node->children[ 0 ], si );
                MakeDebugPortalSurfs_r( node->children[ 1 ], si );
                return;
        }
-       
+
        /* don't bother with opaque leaves */
-       if( node->opaque )
+       if ( node->opaque ) {
                return;
-       
+       }
+
        /* walk the list of portals */
-       for( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
+       for ( c = 0, p = node->portals; p != NULL; c++, p = p->next[ s ] )
        {
                /* get winding and side even/odd */
                w = p->winding;
-               s = (p->nodes[ 1 ] == node);
-               
+               s = ( p->nodes[ 1 ] == node );
+
                /* is this a valid portal for this leaf? */
-               if( w && p->nodes[ 0 ] == node )
-               {
+               if ( w && p->nodes[ 0 ] == node ) {
                        /* is this portal passable? */
-                       if( PortalPassable( p ) == qfalse )
+                       if ( PortalPassable( p ) == qfalse ) {
                                continue;
-                       
+                       }
+
                        /* check max points */
-                       if( w->numpoints > 64 )
+                       if ( w->numpoints > 64 ) {
                                Error( "MakePortalSurfs_r: w->numpoints = %d", w->numpoints );
-                       
+                       }
+
                        /* allocate a drawsurface */
                        ds = AllocDrawSurface( SURFACE_FACE );
                        ds->shaderInfo = si;
@@ -2858,19 +3022,19 @@ static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si )
                        ds->numVerts = w->numpoints;
                        ds->verts = safe_malloc( ds->numVerts * sizeof( *ds->verts ) );
                        memset( ds->verts, 0, ds->numVerts * sizeof( *ds->verts ) );
-                       
+
                        /* walk the winding */
-                       for( i = 0; i < ds->numVerts; i++ )
+                       for ( i = 0; i < ds->numVerts; i++ )
                        {
                                /* get vert */
                                dv = ds->verts + i;
-                               
+
                                /* set it */
                                VectorCopy( w->p[ i ], dv->xyz );
                                VectorCopy( p->plane.normal, dv->normal );
                                dv->st[ 0 ] = 0;
                                dv->st[ 1 ] = 0;
-                               for( k = 0; k < MAX_LIGHTMAPS; k++ )
+                               for ( k = 0; k < MAX_LIGHTMAPS; k++ )
                                {
                                        VectorCopy( debugColors[ c % 12 ], dv->color[ k ] );
                                        dv->color[ k ][ 3 ] = 32;
@@ -2883,21 +3047,20 @@ static void MakeDebugPortalSurfs_r( node_t *node, shaderInfo_t *si )
 
 
 /*
-MakeDebugPortalSurfs() - ydnar
-generates drawsurfaces for passable portals in the bsp
-*/
-
-void MakeDebugPortalSurfs( tree_t *tree )
-{
-       shaderInfo_t    *si;
-       
-       
+   MakeDebugPortalSurfs() - ydnar
+   generates drawsurfaces for passable portals in the bsp
+ */
+
+void MakeDebugPortalSurfs( tree_t *tree ){
+       shaderInfo_t    *si;
+
+
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- MakeDebugPortalSurfs ---\n" );
-       
+
        /* get portal debug shader */
        si = ShaderInfoForShader( "debugportals" );
-       
+
        /* walk the tree */
        MakeDebugPortalSurfs_r( tree->headnode, si );
 }
@@ -2905,45 +3068,45 @@ void MakeDebugPortalSurfs( tree_t *tree )
 
 
 /*
-MakeFogHullSurfs()
-generates drawsurfaces for a foghull (this MUST use a sky shader)
-*/
-
-void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader )
-{
-       shaderInfo_t            *si;
-       mapDrawSurface_t        *ds;
-       vec3_t                          fogMins, fogMaxs;
-       int                                     i, indexes[] =
-                                               {
-                                                       0, 1, 2, 0, 2, 3,
-                                                       4, 7, 5, 5, 7, 6,
-                                                       1, 5, 6, 1, 6, 2,
-                                                       0, 4, 5, 0, 5, 1,
-                                                       2, 6, 7, 2, 7, 3,
-                                                       3, 7, 4, 3, 4, 0
-                                               };
-
-       
+   MakeFogHullSurfs()
+   generates drawsurfaces for a foghull (this MUST use a sky shader)
+ */
+
+void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader ){
+       shaderInfo_t        *si;
+       mapDrawSurface_t    *ds;
+       vec3_t fogMins, fogMaxs;
+       int i, indexes[] =
+       {
+               0, 1, 2, 0, 2, 3,
+               4, 7, 5, 5, 7, 6,
+               1, 5, 6, 1, 6, 2,
+               0, 4, 5, 0, 5, 1,
+               2, 6, 7, 2, 7, 3,
+               3, 7, 4, 3, 4, 0
+       };
+
+
        /* dummy check */
-       if( shader == NULL || shader[ 0 ] == '\0' )
+       if ( shader == NULL || shader[ 0 ] == '\0' ) {
                return;
-       
+       }
+
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- MakeFogHullSurfs ---\n" );
-       
+
        /* get hull bounds */
        VectorCopy( mapMins, fogMins );
        VectorCopy( mapMaxs, fogMaxs );
-       for( i = 0; i < 3; i++ )
+       for ( i = 0; i < 3; i++ )
        {
                fogMins[ i ] -= 128;
                fogMaxs[ i ] += 128;
        }
-       
+
        /* get foghull shader */
        si = ShaderInfoForShader( shader );
-       
+
        /* allocate a drawsurface */
        ds = AllocDrawSurface( SURFACE_FOGHULL );
        ds->shaderInfo = si;
@@ -2954,18 +3117,18 @@ void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader )
        ds->numIndexes = 36;
        ds->indexes = safe_malloc( ds->numIndexes * sizeof( *ds->indexes ) );
        memset( ds->indexes, 0, ds->numIndexes * sizeof( *ds->indexes ) );
-       
+
        /* set verts */
        VectorSet( ds->verts[ 0 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
        VectorSet( ds->verts[ 1 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
        VectorSet( ds->verts[ 2 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMins[ 2 ] );
        VectorSet( ds->verts[ 3 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMins[ 2 ] );
-       
+
        VectorSet( ds->verts[ 4 ].xyz, fogMins[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
        VectorSet( ds->verts[ 5 ].xyz, fogMins[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
        VectorSet( ds->verts[ 6 ].xyz, fogMaxs[ 0 ], fogMaxs[ 1 ], fogMaxs[ 2 ] );
        VectorSet( ds->verts[ 7 ].xyz, fogMaxs[ 0 ], fogMins[ 1 ], fogMaxs[ 2 ] );
-       
+
        /* set indexes */
        memcpy( ds->indexes, indexes, ds->numIndexes * sizeof( *ds->indexes ) );
 }
@@ -2973,24 +3136,24 @@ void MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader )
 
 
 /*
-BiasSurfaceTextures()
-biases a surface's texcoords as close to 0 as possible
-*/
-
-void BiasSurfaceTextures( mapDrawSurface_t *ds )
-{
-       int             i;
-       
-       
+   BiasSurfaceTextures()
+   biases a surface's texcoords as close to 0 as possible
+ */
+
+void BiasSurfaceTextures( mapDrawSurface_t *ds ){
+       int i;
+
+
        /* calculate the surface texture bias */
        CalcSurfaceTextureRange( ds );
-       
+
        /* don't bias globaltextured shaders */
-       if( ds->shaderInfo->globalTexture )
+       if ( ds->shaderInfo->globalTexture ) {
                return;
-       
+       }
+
        /* bias the texture coordinates */
-       for( i = 0; i < ds->numVerts; i++ )
+       for ( i = 0; i < ds->numVerts; i++ )
        {
                ds->verts[ i ].st[ 0 ] += ds->bias[ 0 ];
                ds->verts[ i ].st[ 1 ] += ds->bias[ 1 ];
@@ -3000,150 +3163,150 @@ void BiasSurfaceTextures( mapDrawSurface_t *ds )
 
 
 /*
-AddSurfaceModelsToTriangle_r()
-adds models to a specified triangle, returns the number of models added
-*/
-
-int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri )
-{
-       bspDrawVert_t   mid, *tri2[ 3 ];
-       int                             max, n, localNumSurfaceModels;
-       
-       
+   AddSurfaceModelsToTriangle_r()
+   adds models to a specified triangle, returns the number of models added
+ */
+
+int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, bspDrawVert_t **tri ){
+       bspDrawVert_t mid, *tri2[ 3 ];
+       int max, n, localNumSurfaceModels;
+
+
        /* init */
        localNumSurfaceModels = 0;
-       
+
        /* subdivide calc */
        {
-               int                     i;
-               float           *a, *b, dx, dy, dz, dist, maxDist;
-               
-               
+               int i;
+               float       *a, *b, dx, dy, dz, dist, maxDist;
+
+
                /* find the longest edge and split it */
                max = -1;
                maxDist = 0.0f;
-               for( i = 0; i < 3; i++ )
+               for ( i = 0; i < 3; i++ )
                {
                        /* get verts */
                        a = tri[ i ]->xyz;
-                       b = tri[ (i + 1) % 3 ]->xyz;
-                       
+                       b = tri[ ( i + 1 ) % 3 ]->xyz;
+
                        /* get dists */
                        dx = a[ 0 ] - b[ 0 ];
                        dy = a[ 1 ] - b[ 1 ];
                        dz = a[ 2 ] - b[ 2 ];
-                       dist = (dx * dx) + (dy * dy) + (dz * dz);
-                       
+                       dist = ( dx * dx ) + ( dy * dy ) + ( dz * dz );
+
                        /* longer? */
-                       if( dist > maxDist )
-                       {
+                       if ( dist > maxDist ) {
                                maxDist = dist;
                                max = i;
                        }
                }
-               
+
                /* is the triangle small enough? */
-               if( max < 0 || maxDist <= (model->density * model->density) )
-               {
-                       float   odds, r, angle;
-                       vec3_t  origin, normal, scale, axis[ 3 ], angles;
-                       m4x4_t  transform, temp;
+               if ( max < 0 || maxDist <= ( model->density * model->density ) ) {
+                       float odds, r, angle;
+                       vec3_t origin, normal, scale, axis[ 3 ], angles;
+                       m4x4_t transform, temp;
+
 
-                       
                        /* roll the dice (model's odds scaled by vertex alpha) */
-                       odds = model->odds * (tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ]) / 765.0f;
+                       odds = model->odds * ( tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] + tri[ 0 ]->color[ 0 ][ 3 ] ) / 765.0f;
                        r = Random();
-                       if( r > model->odds )
+                       if ( r > odds ) {
                                return 0;
-                       
+                       }
+
                        /* calculate scale */
-                       r = model->minScale + Random() * (model->maxScale - model->minScale);
+                       r = model->minScale + Random() * ( model->maxScale - model->minScale );
                        VectorSet( scale, r, r, r );
-                       
+
                        /* calculate angle */
-                       angle = model->minAngle + Random() * (model->maxAngle - model->minAngle);
-                       
+                       angle = model->minAngle + Random() * ( model->maxAngle - model->minAngle );
+
                        /* calculate average origin */
                        VectorCopy( tri[ 0 ]->xyz, origin );
                        VectorAdd( origin, tri[ 1 ]->xyz, origin );
                        VectorAdd( origin, tri[ 2 ]->xyz, origin );
-                       VectorScale( origin, (1.0f / 3.0f), origin );
-                       
+                       VectorScale( origin, ( 1.0f / 3.0f ), origin );
+
                        /* clear transform matrix */
                        m4x4_identity( transform );
 
                        /* handle oriented models */
-                       if( model->oriented )
-                       {
+                       if ( model->oriented ) {
                                /* set angles */
                                VectorSet( angles, 0.0f, 0.0f, angle );
-                               
+
                                /* calculate average normal */
                                VectorCopy( tri[ 0 ]->normal, normal );
                                VectorAdd( normal, tri[ 1 ]->normal, normal );
                                VectorAdd( normal, tri[ 2 ]->normal, normal );
-                               if( VectorNormalize( normal, axis[ 2 ] ) == 0.0f )
+                               if ( VectorNormalize( normal, axis[ 2 ] ) == 0.0f ) {
                                        VectorCopy( tri[ 0 ]->normal, axis[ 2 ] );
-                               
+                               }
+
                                /* make perpendicular vectors */
                                MakeNormalVectors( axis[ 2 ], axis[ 1 ], axis[ 0 ] );
-                               
+
                                /* copy to matrix */
                                m4x4_identity( temp );
-                               temp[ 0 ] = axis[ 0 ][ 0 ];     temp[ 1 ] = axis[ 0 ][ 1 ];     temp[ 2 ] = axis[ 0 ][ 2 ];
-                               temp[ 4 ] = axis[ 1 ][ 0 ];     temp[ 5 ] = axis[ 1 ][ 1 ];     temp[ 6 ] = axis[ 1 ][ 2 ];
-                               temp[ 8 ] = axis[ 2 ][ 0 ];     temp[ 9 ] = axis[ 2 ][ 1 ];     temp[ 10 ] = axis[ 2 ][ 2 ];
-                               
+                               temp[ 0 ] = axis[ 0 ][ 0 ]; temp[ 1 ] = axis[ 0 ][ 1 ]; temp[ 2 ] = axis[ 0 ][ 2 ];
+                               temp[ 4 ] = axis[ 1 ][ 0 ]; temp[ 5 ] = axis[ 1 ][ 1 ]; temp[ 6 ] = axis[ 1 ][ 2 ];
+                               temp[ 8 ] = axis[ 2 ][ 0 ]; temp[ 9 ] = axis[ 2 ][ 1 ]; temp[ 10 ] = axis[ 2 ][ 2 ];
+
                                /* scale */
                                m4x4_scale_by_vec3( temp, scale );
-                               
+
                                /* rotate around z axis */
                                m4x4_rotate_by_vec3( temp, angles, eXYZ );
-                               
+
                                /* translate */
                                m4x4_translate_by_vec3( transform, origin );
-                               
+
                                /* tranform into axis space */
                                m4x4_multiply_by_m4x4( transform, temp );
                        }
-                       
+
                        /* handle z-up models */
                        else
                        {
                                /* set angles */
                                VectorSet( angles, 0.0f, 0.0f, angle );
-                               
+
                                /* set matrix */
                                m4x4_pivoted_transform_by_vec3( transform, origin, angles, eXYZ, scale, vec3_origin );
                        }
-                       
+
                        /* insert the model */
-                       InsertModel( (char *) model->model, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale );
-                       
+                       InsertModel( (char *) model->model, 0, 0, transform, NULL, ds->celShader, ds->entityNum, ds->castShadows, ds->recvShadows, 0, ds->lightmapScale, 0, 0 );
+
                        /* return to sender */
                        return 1;
                }
        }
-       
+
        /* split the longest edge and map it */
-       LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
-       
+       LerpDrawVert( tri[ max ], tri[ ( max + 1 ) % 3 ], &mid );
+
        /* recurse to first triangle */
        VectorCopy( tri, tri2 );
        tri2[ max ] = &mid;
        n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
-       if( n < 0 )
+       if ( n < 0 ) {
                return n;
+       }
        localNumSurfaceModels += n;
-       
+
        /* recurse to second triangle */
        VectorCopy( tri, tri2 );
-       tri2[ (max + 1) % 3 ] = &mid;
+       tri2[ ( max + 1 ) % 3 ] = &mid;
        n = AddSurfaceModelsToTriangle_r( ds, model, tri2 );
-       if( n < 0 )
+       if ( n < 0 ) {
                return n;
+       }
        localNumSurfaceModels += n;
-       
+
        /* return count */
        return localNumSurfaceModels;
 }
@@ -3151,158 +3314,163 @@ int AddSurfaceModelsToTriangle_r( mapDrawSurface_t *ds, surfaceModel_t *model, b
 
 
 /*
-AddSurfaceModels()
-adds a surface's shader models to the surface
-*/
-
-int AddSurfaceModels( mapDrawSurface_t *ds )
-{
-       surfaceModel_t  *model;
-       int                             i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
-       mesh_t                  src, *mesh, *subdivided;
-       bspDrawVert_t   centroid, *tri[ 3 ];
-       float                   alpha;
-       
-       
+   AddSurfaceModels()
+   adds a surface's shader models to the surface
+ */
+
+int AddSurfaceModels( mapDrawSurface_t *ds ){
+       surfaceModel_t  *model;
+       int i, x, y, n, pw[ 5 ], r, localNumSurfaceModels, iterations;
+       mesh_t src, *mesh, *subdivided;
+       bspDrawVert_t centroid, *tri[ 3 ];
+       float alpha;
+
+
        /* dummy check */
-       if( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL )
+       if ( ds == NULL || ds->shaderInfo == NULL || ds->shaderInfo->surfaceModel == NULL ) {
                return 0;
-       
+       }
+
        /* init */
        localNumSurfaceModels = 0;
-       
+
        /* walk the model list */
-       for( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
+       for ( model = ds->shaderInfo->surfaceModel; model != NULL; model = model->next )
        {
                /* switch on type */
-               switch( ds->type )
+               switch ( ds->type )
                {
-                       /* handle brush faces and decals */
-                       case SURFACE_FACE:
-                       case SURFACE_DECAL:
-                               /* calculate centroid */
-                               memset( &centroid, 0, sizeof( centroid ) );
-                               alpha = 0.0f;
-                               
-                               /* walk verts */
-                               for( i = 0; i < ds->numVerts; i++ )
-                               {
-                                       VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
-                                       VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
-                                       centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
-                                       centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
-                                       alpha += ds->verts[ i ].color[ 0 ][ 3 ];
+               /* handle brush faces and decals */
+               case SURFACE_FACE:
+               case SURFACE_DECAL:
+                       /* calculate centroid */
+                       memset( &centroid, 0, sizeof( centroid ) );
+                       alpha = 0.0f;
+
+                       /* walk verts */
+                       for ( i = 0; i < ds->numVerts; i++ )
+                       {
+                               VectorAdd( centroid.xyz, ds->verts[ i ].xyz, centroid.xyz );
+                               VectorAdd( centroid.normal, ds->verts[ i ].normal, centroid.normal );
+                               centroid.st[ 0 ] += ds->verts[ i ].st[ 0 ];
+                               centroid.st[ 1 ] += ds->verts[ i ].st[ 1 ];
+                               alpha += ds->verts[ i ].color[ 0 ][ 3 ];
+                       }
+
+                       /* average */
+                       centroid.xyz[ 0 ] /= ds->numVerts;
+                       centroid.xyz[ 1 ] /= ds->numVerts;
+                       centroid.xyz[ 2 ] /= ds->numVerts;
+                       if ( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f ) {
+                               VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
+                       }
+                       centroid.st[ 0 ]  /= ds->numVerts;
+                       centroid.st[ 1 ]  /= ds->numVerts;
+                       alpha /= ds->numVerts;
+                       centroid.color[ 0 ][ 0 ] = 0xFF;
+                       centroid.color[ 0 ][ 1 ] = 0xFF;
+                       centroid.color[ 0 ][ 2 ] = 0xFF;
+                       centroid.color[ 0 ][ 2 ] = ( alpha > 255.0f ? 0xFF : alpha );
+
+                       /* head vert is centroid */
+                       tri[ 0 ] = &centroid;
+
+                       /* walk fanned triangles */
+                       for ( i = 0; i < ds->numVerts; i++ )
+                       {
+                               /* set triangle */
+                               tri[ 1 ] = &ds->verts[ i ];
+                               tri[ 2 ] = &ds->verts[ ( i + 1 ) % ds->numVerts ];
+
+                               /* create models */
+                               n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+                               if ( n < 0 ) {
+                                       return n;
                                }
-                               
-                               /* average */
-                               centroid.xyz[ 0 ] /= ds->numVerts;
-                               centroid.xyz[ 1 ] /= ds->numVerts;
-                               centroid.xyz[ 2 ] /= ds->numVerts;
-                               if( VectorNormalize( centroid.normal, centroid.normal ) == 0.0f )
-                                       VectorCopy( ds->verts[ 0 ].normal, centroid.normal );
-                               centroid.st[ 0 ]  /= ds->numVerts;
-                               centroid.st[ 1 ]  /= ds->numVerts;
-                               alpha /= ds->numVerts;
-                               centroid.color[ 0 ][ 0 ] = 0xFF;
-                               centroid.color[ 0 ][ 1 ] = 0xFF;
-                               centroid.color[ 0 ][ 2 ] = 0xFF;
-                               centroid.color[ 0 ][ 2 ] = (alpha > 255.0f ? 0xFF : alpha);
-                               
-                               /* head vert is centroid */
-                               tri[ 0 ] = &centroid;
-                               
-                               /* walk fanned triangles */
-                               for( i = 0; i < ds->numVerts; i++ )
+                               localNumSurfaceModels += n;
+                       }
+                       break;
+
+               /* handle patches */
+               case SURFACE_PATCH:
+                       /* subdivide the surface */
+                       src.width = ds->patchWidth;
+                       src.height = ds->patchHeight;
+                       src.verts = ds->verts;
+                       //%     subdivided = SubdivideMesh( src, 8.0f, 512 );
+                       iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
+                       subdivided = SubdivideMesh2( src, iterations );
+
+                       /* fit it to the curve and remove colinear verts on rows/columns */
+                       PutMeshOnCurve( *subdivided );
+                       mesh = RemoveLinearMeshColumnsRows( subdivided );
+                       FreeMesh( subdivided );
+
+                       /* subdivide each quad to place the models */
+                       for ( y = 0; y < ( mesh->height - 1 ); y++ )
+                       {
+                               for ( x = 0; x < ( mesh->width - 1 ); x++ )
                                {
-                                       /* set triangle */
-                                       tri[ 1 ] = &ds->verts[ i ];
-                                       tri[ 2 ] = &ds->verts[ (i + 1) % ds->numVerts ];
-                                       
-                                       /* create models */
+                                       /* set indexes */
+                                       pw[ 0 ] = x + ( y * mesh->width );
+                                       pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
+                                       pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
+                                       pw[ 3 ] = x + 1 + ( y * mesh->width );
+                                       pw[ 4 ] = x + ( y * mesh->width );      /* same as pw[ 0 ] */
+
+                                       /* set radix */
+                                       r = ( x + y ) & 1;
+
+                                       /* triangle 1 */
+                                       tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
+                                       tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
+                                       tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
                                        n = AddSurfaceModelsToTriangle_r( ds, model, tri );
-                                       if( n < 0 )
+                                       if ( n < 0 ) {
                                                return n;
-                                       localNumSurfaceModels += n;
-                               }
-                               break;
-                       
-                       /* handle patches */
-                       case SURFACE_PATCH:
-                               /* subdivide the surface */
-                               src.width = ds->patchWidth;
-                               src.height = ds->patchHeight;
-                               src.verts = ds->verts;
-                               //%     subdivided = SubdivideMesh( src, 8.0f, 512 );
-                               iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );
-                               subdivided = SubdivideMesh2( src, iterations );
-                               
-                               /* fit it to the curve and remove colinear verts on rows/columns */
-                               PutMeshOnCurve( *subdivided );
-                               mesh = RemoveLinearMeshColumnsRows( subdivided );
-                               FreeMesh( subdivided );
-                               
-                               /* subdivide each quad to place the models */
-                               for( y = 0; y < (mesh->height - 1); y++ )
-                               {
-                                       for( x = 0; x < (mesh->width - 1); x++ )
-                                       {
-                                               /* set indexes */
-                                               pw[ 0 ] = x + (y * mesh->width);
-                                               pw[ 1 ] = x + ((y + 1) * mesh->width);
-                                               pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
-                                               pw[ 3 ] = x + 1 + (y * mesh->width);
-                                               pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */
-                                               
-                                               /* set radix */
-                                               r = (x + y) & 1;
-                                               
-                                               /* triangle 1 */
-                                               tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
-                                               tri[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
-                                               tri[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
-                                               n = AddSurfaceModelsToTriangle_r( ds, model, tri );
-                                               if( n < 0 )
-                                                       return n;
-                                               localNumSurfaceModels += n;
-                                               
-                                               /* triangle 2 */
-                                               tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
-                                               tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
-                                               tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
-                                               n = AddSurfaceModelsToTriangle_r( ds, model, tri );
-                                               if( n < 0 )
-                                                       return n;
-                                               localNumSurfaceModels += n;
                                        }
-                               }
-                               
-                               /* free the subdivided mesh */
-                               FreeMesh( mesh );
-                               break;
-                       
-                       /* handle triangle surfaces */
-                       case SURFACE_TRIANGLES:
-                       case SURFACE_FORCED_META:
-                       case SURFACE_META:
-                               /* walk the triangle list */
-                               for( i = 0; i < ds->numIndexes; i += 3 )
-                               {
-                                       tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
-                                       tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];
-                                       tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];
+                                       localNumSurfaceModels += n;
+
+                                       /* triangle 2 */
+                                       tri[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
+                                       tri[ 1 ] = &mesh->verts[ pw[ r + 2 ] ];
+                                       tri[ 2 ] = &mesh->verts[ pw[ r + 3 ] ];
                                        n = AddSurfaceModelsToTriangle_r( ds, model, tri );
-                                       if( n < 0 )
+                                       if ( n < 0 ) {
                                                return n;
+                                       }
                                        localNumSurfaceModels += n;
                                }
-                               break;
-                       
-                       /* no support for flares, foghull, etc */
-                       default:
-                               break;
+                       }
+
+                       /* free the subdivided mesh */
+                       FreeMesh( mesh );
+                       break;
+
+               /* handle triangle surfaces */
+               case SURFACE_TRIANGLES:
+               case SURFACE_FORCED_META:
+               case SURFACE_META:
+                       /* walk the triangle list */
+                       for ( i = 0; i < ds->numIndexes; i += 3 )
+                       {
+                               tri[ 0 ] = &ds->verts[ ds->indexes[ i ] ];
+                               tri[ 1 ] = &ds->verts[ ds->indexes[ i + 1 ] ];
+                               tri[ 2 ] = &ds->verts[ ds->indexes[ i + 2 ] ];
+                               n = AddSurfaceModelsToTriangle_r( ds, model, tri );
+                               if ( n < 0 ) {
+                                       return n;
+                               }
+                               localNumSurfaceModels += n;
+                       }
+                       break;
+
+               /* no support for flares, foghull, etc */
+               default:
+                       break;
                }
        }
-       
+
        /* return count */
        return localNumSurfaceModels;
 }
@@ -3310,224 +3478,306 @@ int AddSurfaceModels( mapDrawSurface_t *ds )
 
 
 /*
-AddEntitySurfaceModels() - ydnar
-adds surfacemodels to an entity's surfaces
-*/
-
-void AddEntitySurfaceModels( entity_t *e )
-{
-       int             i;
-       
-       
+   AddEntitySurfaceModels() - ydnar
+   adds surfacemodels to an entity's surfaces
+ */
+
+void AddEntitySurfaceModels( entity_t *e ){
+       int i;
+
+
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- AddEntitySurfaceModels ---\n" );
-       
+
        /* walk the surface list */
-       for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
+       for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
                numSurfaceModels += AddSurfaceModels( &mapDrawSurfs[ i ] );
 }
 
 
 
 /*
-FilterDrawsurfsIntoTree()
-upon completion, all drawsurfs that actually generate a reference
-will have been emited to the bspfile arrays, and the references
-will have valid final indexes
-*/
-
-void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree )
-{
-       int                                     i, j;
-       mapDrawSurface_t        *ds;
-       shaderInfo_t            *si;
-       vec3_t                          origin, mins, maxs;
-       int                                     refs;
-       int                                     numSurfs, numRefs, numSkyboxSurfaces;
-       
-       
+   VolumeColorMods() - ydnar
+   applies brush/volumetric color/alpha modulation to vertexes
+ */
+
+static void VolumeColorMods( entity_t *e, mapDrawSurface_t *ds ){
+       int i, j;
+       float d;
+       brush_t     *b;
+       plane_t     *plane;
+
+
+       /* early out */
+       if ( e->colorModBrushes == NULL ) {
+               return;
+       }
+
+       /* iterate brushes */
+       for ( b = e->colorModBrushes; b != NULL; b = b->nextColorModBrush )
+       {
+               /* worldspawn alpha brushes affect all, grouped ones only affect original entity */
+               if ( b->entityNum != 0 && b->entityNum != ds->entityNum ) {
+                       continue;
+               }
+
+               /* test bbox */
+               if ( b->mins[ 0 ] > ds->maxs[ 0 ] || b->maxs[ 0 ] < ds->mins[ 0 ] ||
+                        b->mins[ 1 ] > ds->maxs[ 1 ] || b->maxs[ 1 ] < ds->mins[ 1 ] ||
+                        b->mins[ 2 ] > ds->maxs[ 2 ] || b->maxs[ 2 ] < ds->mins[ 2 ] ) {
+                       continue;
+               }
+
+               /* iterate verts */
+               for ( i = 0; i < ds->numVerts; i++ )
+               {
+                       /* iterate planes */
+                       for ( j = 0; j < b->numsides; j++ )
+                       {
+                               /* point-plane test */
+                               plane = &mapplanes[ b->sides[ j ].planenum ];
+                               d = DotProduct( ds->verts[ i ].xyz, plane->normal ) - plane->dist;
+                               if ( d > 1.0f ) {
+                                       break;
+                               }
+                       }
+
+                       /* apply colormods */
+                       if ( j == b->numsides ) {
+                               ColorMod( b->contentShader->colorMod, 1, &ds->verts[ i ] );
+                       }
+               }
+       }
+}
+
+
+
+/*
+   FilterDrawsurfsIntoTree()
+   upon completion, all drawsurfs that actually generate a reference
+   will have been emited to the bspfile arrays, and the references
+   will have valid final indexes
+ */
+
+void FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree ){
+       int i, j;
+       mapDrawSurface_t    *ds;
+       shaderInfo_t        *si;
+       vec3_t origin, mins, maxs;
+       int refs;
+       int numSurfs, numRefs, numSkyboxSurfaces;
+       qboolean sb;
+
+
        /* note it */
        Sys_FPrintf( SYS_VRB, "--- FilterDrawsurfsIntoTree ---\n" );
-       
+
        /* filter surfaces into the tree */
        numSurfs = 0;
        numRefs = 0;
        numSkyboxSurfaces = 0;
-       for( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
+       for ( i = e->firstDrawSurf; i < numMapDrawSurfs; i++ )
        {
                /* get surface and try to early out */
                ds = &mapDrawSurfs[ i ];
-               if( ds->numVerts == 0 && ds->type != SURFACE_FLARE && ds->type != SURFACE_SHADER )
+               if ( ds->numVerts == 0 && ds->type != SURFACE_FLARE && ds->type != SURFACE_SHADER ) {
                        continue;
-               
+               }
+
                /* get shader */
                si = ds->shaderInfo;
-               
+
                /* ydnar: skybox surfaces are special */
-               if( ds->skybox )
-               {
+               if ( ds->skybox ) {
                        refs = AddReferenceToTree_r( ds, tree->headnode, qtrue );
                        ds->skybox = qfalse;
+                       sb = qtrue;
                }
                else
                {
+                       sb = qfalse;
+
                        /* refs initially zero */
                        refs = 0;
-                       
-                       /* ydnar: apply alphamod */
-                       AlphaMod( ds->shaderInfo->alphaMod, ds->numVerts, ds->verts );
-                       
+
                        /* apply texture coordinate mods */
-                       for( j = 0; j < ds->numVerts; j++ )
-                               TcMod( si->mod, ds->verts[ j ].st );
-                       
+                       for ( j = 0; j < ds->numVerts; j++ )
+                               TCMod( si->mod, ds->verts[ j ].st );
+
+                       /* ydnar: apply shader colormod */
+                       ColorMod( ds->shaderInfo->colorMod, ds->numVerts, ds->verts );
+
+                       /* ydnar: apply brush colormod */
+                       VolumeColorMods( e, ds );
+
                        /* ydnar: make fur surfaces */
-                       if( si->furNumLayers > 0 )
+                       if ( si->furNumLayers > 0 ) {
                                Fur( ds );
-                       
+                       }
+
                        /* ydnar/sd: make foliage surfaces */
-                       if( si->foliage != NULL )
+                       if ( si->foliage != NULL ) {
                                Foliage( ds );
-                       
+                       }
+
                        /* create a flare surface if necessary */
-                       if( si->flareShader[ 0 ] )
+                       if ( si->flareShader != NULL && si->flareShader[ 0 ] ) {
                                AddSurfaceFlare( ds, e->origin );
-                       
+                       }
+
                        /* ydnar: don't emit nodraw surfaces (like nodraw fog) */
-                       if( si != NULL && (si->compileFlags & C_NODRAW) && ds->type != SURFACE_PATCH )
+                       if ( ( si->compileFlags & C_NODRAW ) && ds->type != SURFACE_PATCH ) {
                                continue;
-                       
+                       }
+
                        /* ydnar: bias the surface textures */
                        BiasSurfaceTextures( ds );
-                       
+
                        /* ydnar: globalizing of fog volume handling (eek a hack) */
-                       if( e != entities && si->noFog == qfalse )
-                       {
+                       if ( e != entities && si->noFog == qfalse ) {
                                /* find surface origin and offset by entity origin */
                                VectorAdd( ds->mins, ds->maxs, origin );
                                VectorScale( origin, 0.5f, origin );
                                VectorAdd( origin, e->origin, origin );
-                               
+
                                VectorAdd( ds->mins, e->origin, mins );
                                VectorAdd( ds->maxs, e->origin, maxs );
-                               
+
                                /* set the fog number for this surface */
-                               ds->fogNum = FogForBounds( mins, maxs, 1.0f );  //%     FogForPoint( origin, 0.0f );
+                               ds->fogNum = FogForBounds( mins, maxs, 1.0f );  //%     FogForPoint( origin, 0.0f );
                        }
                }
-               
+
+               /* ydnar: remap shader */
+               if ( ds->shaderInfo->remapShader && ds->shaderInfo->remapShader[ 0 ] ) {
+                       ds->shaderInfo = ShaderInfoForShader( ds->shaderInfo->remapShader );
+               }
+
                /* ydnar: gs mods: handle the various types of surfaces */
-               switch( ds->type )
+               switch ( ds->type )
                {
-                       /* handle brush faces */
-                       case SURFACE_FACE:
-                       case SURFACE_DECAL:
-                               if( refs == 0 )
-                                       refs = FilterFaceIntoTree( ds, tree );
-                               if( refs > 0 )
-                                       EmitFaceSurface( ds );
-                               break;
-                       
-                       /* handle patches */
-                       case SURFACE_PATCH:
-                               if( refs == 0 )
-                                       refs = FilterPatchIntoTree( ds, tree );
-                               if( refs > 0 )
-                                       EmitPatchSurface( ds );
-                               break;
-                       
-                       /* handle triangle surfaces */
-                       case SURFACE_TRIANGLES:
-                       case SURFACE_FORCED_META:
-                       case SURFACE_META:
-                               //%     Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );
-                               if( refs == 0 )
-                                       refs = FilterTrianglesIntoTree( ds, tree );
-                               if( refs > 0 )
-                                       EmitTriangleSurface( ds );
-                               break;
-                       
-                       /* handle foliage surfaces (splash damage/wolf et) */
-                       case SURFACE_FOLIAGE:
-                               //%     Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );
-                               if( refs == 0 )
-                                       refs = FilterFoliageIntoTree( ds, tree );
-                               if( refs > 0 )
-                                       EmitTriangleSurface( ds );
-                               break;
-                       
-                       /* handle foghull surfaces */
-                       case SURFACE_FOGHULL:
-                               if( refs == 0 )
-                                       refs = AddReferenceToTree_r( ds, tree->headnode, qfalse );
-                               if( refs > 0 )
-                                       EmitTriangleSurface( ds );
-                               break;
-                       
-                       /* handle flares */
-                       case SURFACE_FLARE:
-                               if( refs == 0 )
-                                       refs = FilterFlareSurfIntoTree( ds, tree );
-                               if( refs > 0 )
-                                       EmitFlareSurface( ds );
-                               break;
-                       
-                       /* handle shader-only surfaces */
-                       case SURFACE_SHADER:
-                               refs = 1;
+               /* handle brush faces */
+               case SURFACE_FACE:
+               case SURFACE_DECAL:
+                       if ( refs == 0 ) {
+                               refs = FilterFaceIntoTree( ds, tree );
+                       }
+                       if ( refs > 0 ) {
+                               EmitFaceSurface( ds );
+                       }
+                       break;
+
+               /* handle patches */
+               case SURFACE_PATCH:
+                       if ( refs == 0 ) {
+                               refs = FilterPatchIntoTree( ds, tree );
+                       }
+                       if ( refs > 0 ) {
+                               EmitPatchSurface( e, ds );
+                       }
+                       break;
+
+               /* handle triangle surfaces */
+               case SURFACE_TRIANGLES:
+               case SURFACE_FORCED_META:
+               case SURFACE_META:
+                       //%     Sys_FPrintf( SYS_VRB, "Surface %4d: [%1d] %4d verts %s\n", numSurfs, ds->planar, ds->numVerts, si->shader );
+                       if ( refs == 0 ) {
+                               refs = FilterTrianglesIntoTree( ds, tree );
+                       }
+                       if ( refs > 0 ) {
+                               EmitTriangleSurface( ds );
+                       }
+                       break;
+
+               /* handle foliage surfaces (splash damage/wolf et) */
+               case SURFACE_FOLIAGE:
+                       //%     Sys_FPrintf( SYS_VRB, "Surface %4d: [%d] %4d verts %s\n", numSurfs, ds->numFoliageInstances, ds->numVerts, si->shader );
+                       if ( refs == 0 ) {
+                               refs = FilterFoliageIntoTree( ds, tree );
+                       }
+                       if ( refs > 0 ) {
+                               EmitTriangleSurface( ds );
+                       }
+                       break;
+
+               /* handle foghull surfaces */
+               case SURFACE_FOGHULL:
+                       if ( refs == 0 ) {
+                               refs = AddReferenceToTree_r( ds, tree->headnode, qfalse );
+                       }
+                       if ( refs > 0 ) {
+                               EmitTriangleSurface( ds );
+                       }
+                       break;
+
+               /* handle flares */
+               case SURFACE_FLARE:
+                       if ( refs == 0 ) {
+                               refs = FilterFlareSurfIntoTree( ds, tree );
+                       }
+                       if ( refs > 0 ) {
                                EmitFlareSurface( ds );
-                               break;
-                       
-                       /* no references */
-                       default:
-                               refs = 0;
-                               break;
+                       }
+                       break;
+
+               /* handle shader-only surfaces */
+               case SURFACE_SHADER:
+                       refs = 1;
+                       EmitFlareSurface( ds );
+                       break;
+
+               /* no references */
+               default:
+                       refs = 0;
+                       break;
                }
-               
+
+               /* maybe surface got marked as skybox again */
+               /* if we keep that flag, it will get scaled up AGAIN */
+               if ( sb ) {
+                       ds->skybox = qfalse;
+               }
+
                /* tot up the references */
-               if( refs > 0 )
-               {
+               if ( refs > 0 ) {
                        /* tot up counts */
                        numSurfs++;
                        numRefs += refs;
-                       
+
                        /* emit extra surface data */
                        SetSurfaceExtra( ds, numBSPDrawSurfaces - 1 );
                        //%     Sys_FPrintf( SYS_VRB, "%d verts %d indexes\n", ds->numVerts, ds->numIndexes );
-                       
+
                        /* one last sanity check */
                        {
-                               bspDrawSurface_t        *out;
+                               bspDrawSurface_t    *out;
                                out = &bspDrawSurfaces[ numBSPDrawSurfaces - 1 ];
-                               if( out->numVerts == 3 && out->numIndexes > 3 )
-                               {
-                                       Sys_Printf( "\nWARNING: Potentially bad %s surface (%d: %d, %d)\n     %s\n",
-                                               surfaceTypes[ ds->type ],
-                                               numBSPDrawSurfaces - 1, out->numVerts, out->numIndexes, si->shader );
+                               if ( out->numVerts == 3 && out->numIndexes > 3 ) {
+                                       Sys_FPrintf( SYS_WRN, "WARNING: Potentially bad %s surface (%d: %d, %d)\n     %s\n",
+                                                               surfaceTypes[ ds->type ],
+                                                               numBSPDrawSurfaces - 1, out->numVerts, out->numIndexes, si->shader );
                                }
                        }
-                       
+
                        /* ydnar: handle skybox surfaces */
-                       if( ds->skybox )
-                       {
+                       if ( ds->skybox ) {
                                MakeSkyboxSurface( ds );
                                numSkyboxSurfaces++;
                        }
                }
        }
-       
+
        /* emit some statistics */
        Sys_FPrintf( SYS_VRB, "%9d references\n", numRefs );
        Sys_FPrintf( SYS_VRB, "%9d (%d) emitted drawsurfs\n", numSurfs, numBSPDrawSurfaces );
        Sys_FPrintf( SYS_VRB, "%9d stripped face surfaces\n", numStripSurfaces );
        Sys_FPrintf( SYS_VRB, "%9d fanned face surfaces\n", numFanSurfaces );
+       Sys_FPrintf( SYS_VRB, "%9d maxarea'd face surfaces\n", numMaxAreaSurfaces );
        Sys_FPrintf( SYS_VRB, "%9d surface models generated\n", numSurfaceModels );
        Sys_FPrintf( SYS_VRB, "%9d skybox surfaces generated\n", numSkyboxSurfaces );
-       for( i = 0; i < NUM_SURFACE_TYPES; i++ )
+       for ( i = 0; i < NUM_SURFACE_TYPES; i++ )
                Sys_FPrintf( SYS_VRB, "%9d %s surfaces\n", numSurfacesByType[ i ], surfaceTypes[ i ] );
-       
-       Sys_FPrintf( SYS_VRB, "%9d redundant indexes supressed, saving %d Kbytes\n", numRedundantIndexes, (numRedundantIndexes * 4 / 1024) );
-}
-
-
 
+       Sys_FPrintf( SYS_VRB, "%9d redundant indexes supressed, saving %d Kbytes\n", numRedundantIndexes, ( numRedundantIndexes * 4 / 1024 ) );
+}