]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/decals.c
Merge branch 'subdiv' into 'master'
[xonotic/netradiant.git] / tools / quake3 / q3map2 / decals.c
index d7b01d64ce3f5cecbbbe0f06c405decf9446c107..f7471c96ccea19869331abff927a067d81371b6f 100644 (file)
-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define DECALS_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-#define MAX_PROJECTORS         1024\r
-\r
-typedef struct decalProjector_s\r
-{\r
-       shaderInfo_t                    *si;\r
-       vec3_t                                  mins, maxs;\r
-       vec3_t                                  center;\r
-       float                                   radius, radius2;\r
-       int                                             numPlanes;      /* either 5 or 6, for quad or triangle projectors */\r
-       vec4_t                                  planes[ 6 ];\r
-       vec4_t                                  texMat[ 2 ];\r
-}\r
-decalProjector_t;\r
-\r
-static int                                     numProjectors = 0;\r
-static decalProjector_t                projectors[ MAX_PROJECTORS ];\r
-\r
-static int                                     numDecalSurfaces = 0;\r
-\r
-static vec3_t                          entityOrigin;\r
-\r
-\r
-\r
-/*\r
-DVectorNormalize()\r
-normalizes a vector, returns the length, operates using doubles\r
-*/\r
-\r
-typedef double dvec_t;\r
-typedef dvec_t dvec3_t[ 3 ];\r
-\r
-dvec_t DVectorNormalize( dvec3_t in, dvec3_t out )\r
-{\r
-       dvec_t  len, ilen;\r
-       \r
-       \r
-       len = (dvec_t) sqrt( in[ 0 ] * in[ 0 ] + in[ 1 ] * in[ 1 ] + in[ 2 ] * in[ 2 ] );\r
-       if( len == 0.0 )\r
-       {\r
-               VectorClear( out );\r
-               return 0.0;\r
-       }\r
-       \r
-       ilen = 1.0 / len;\r
-       out[ 0 ] = in[ 0 ] * ilen;\r
-       out[ 1 ] = in[ 1 ] * ilen;\r
-       out[ 2 ] = in[ 2 ] * ilen;\r
-       \r
-       return len;\r
-}\r
-\r
-\r
-\r
-/*\r
-MakeTextureMatrix()\r
-generates a texture projection matrix for a triangle\r
-returns qfalse if a texture matrix cannot be created\r
-*/\r
-\r
-#define Vector2Subtract(a,b,c) ((c)[ 0 ] = (a)[ 0 ] - (b)[ 0 ], (c)[ 1 ] = (a)[ 1 ] - (b)[ 1 ])\r
-\r
-static qboolean MakeTextureMatrix( decalProjector_t *dp, vec4_t projection, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c )\r
-{\r
-       int                     i, j;\r
-       double          bb, s, t, d;\r
-       dvec3_t         pa, pb, pc;\r
-       dvec3_t         bary, xyz;\r
-       dvec3_t         vecs[ 3 ], axis[ 3 ], lengths;\r
-       \r
-       \r
-       /* project triangle onto plane of projection */\r
-       d = DotProduct( a->xyz, projection ) - projection[ 3 ];\r
-       VectorMA( a->xyz, -d, projection, pa );\r
-       d = DotProduct( b->xyz, projection ) - projection[ 3 ];\r
-       VectorMA( b->xyz, -d, projection, pb );\r
-       d = DotProduct( c->xyz, projection ) - projection[ 3 ];\r
-       VectorMA( c->xyz, -d, projection, pc );\r
-       \r
-       /* two methods */\r
-       #if 1\r
-       {\r
-               /* old code */\r
-               \r
-               /* calculate barycentric basis for the triangle */\r
-               bb = (b->st[ 0 ] - a->st[ 0 ]) * (c->st[ 1 ] - a->st[ 1 ]) - (c->st[ 0 ] - a->st[ 0 ]) * (b->st[ 1 ] - a->st[ 1 ]);\r
-               if( fabs( bb ) < 0.00000001 )\r
-                       return qfalse;\r
-               \r
-               /* calculate texture origin */\r
-               #if 0\r
-               s = 0.0;\r
-               t = 0.0;\r
-               bary[ 0 ] = ((b->st[ 0 ] - s) * (c->st[ 1 ] - t) - (c->st[ 0 ] - s) * (b->st[ 1 ] - t)) / bb;\r
-               bary[ 1 ] = ((c->st[ 0 ] - s) * (a->st[ 1 ] - t) - (a->st[ 0 ] - s) * (c->st[ 1 ] - t)) / bb;\r
-               bary[ 2 ] = ((a->st[ 0 ] - s) * (b->st[ 1 ] - t) - (b->st[ 0 ] - s) * (a->st[ 1 ] - t)) / bb;\r
-               \r
-               origin[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];\r
-               origin[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];\r
-               origin[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];\r
-               #endif\r
-               \r
-               /* calculate s vector */\r
-               s = a->st[ 0 ] + 1.0;\r
-               t = a->st[ 1 ] + 0.0;\r
-               bary[ 0 ] = ((b->st[ 0 ] - s) * (c->st[ 1 ] - t) - (c->st[ 0 ] - s) * (b->st[ 1 ] - t)) / bb;\r
-               bary[ 1 ] = ((c->st[ 0 ] - s) * (a->st[ 1 ] - t) - (a->st[ 0 ] - s) * (c->st[ 1 ] - t)) / bb;\r
-               bary[ 2 ] = ((a->st[ 0 ] - s) * (b->st[ 1 ] - t) - (b->st[ 0 ] - s) * (a->st[ 1 ] - t)) / bb;\r
-               \r
-               xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];\r
-               xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];\r
-               xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];\r
-               \r
-               //%     VectorSubtract( xyz, origin, vecs[ 0 ] );\r
-               VectorSubtract( xyz, pa, vecs[ 0 ] );\r
-               \r
-               /* calculate t vector */\r
-               s = a->st[ 0 ] + 0.0;\r
-               t = a->st[ 1 ] + 1.0;\r
-               bary[ 0 ] = ((b->st[ 0 ] - s) * (c->st[ 1 ] - t) - (c->st[ 0 ] - s) * (b->st[ 1 ] - t)) / bb;\r
-               bary[ 1 ] = ((c->st[ 0 ] - s) * (a->st[ 1 ] - t) - (a->st[ 0 ] - s) * (c->st[ 1 ] - t)) / bb;\r
-               bary[ 2 ] = ((a->st[ 0 ] - s) * (b->st[ 1 ] - t) - (b->st[ 0 ] - s) * (a->st[ 1 ] - t)) / bb;\r
-               \r
-               xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];\r
-               xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];\r
-               xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];\r
-               \r
-               //%     VectorSubtract( xyz, origin, vecs[ 1 ] );\r
-               VectorSubtract( xyz, pa, vecs[ 1 ] );\r
-               \r
-               /* calcuate r vector */\r
-               VectorScale( projection, -1.0, vecs[ 2 ] );\r
-               \r
-               /* calculate transform axis */\r
-               for( i = 0; i < 3; i++ )\r
-                       lengths[ i ] = DVectorNormalize( vecs[ i ], axis[ i ] );\r
-               for( i = 0; i < 2; i++ )\r
-                       for( j = 0; j < 3; j++ )\r
-                               dp->texMat[ i ][ j ] = lengths[ i ] > 0.0 ? (axis[ i ][ j ] / lengths[ i ]) : 0.0;\r
-                               //%     dp->texMat[ i ][ j ] = fabs( vecs[ i ][ j ] ) > 0.0 ? (1.0 / vecs[ i ][ j ]) : 0.0;\r
-                               //%     dp->texMat[ i ][ j ] = axis[ i ][ j ] > 0.0 ? (1.0 / axis[ i ][ j ]) : 0.0;\r
-               \r
-               /* calculalate translation component */\r
-               dp->texMat[ 0 ][ 3 ] = a->st[ 0 ] - DotProduct( a->xyz, dp->texMat[ 0 ] );\r
-               dp->texMat[ 1 ][ 3 ] = a->st[ 1 ] - DotProduct( a->xyz, dp->texMat[ 1 ] );\r
-       }\r
-       #else\r
-       {\r
-               int                     k;\r
-               dvec3_t         origin, deltas[ 3 ];\r
-               double          texDeltas[ 3 ][ 2 ];\r
-               double          delta, texDelta;\r
-               \r
-               \r
-               /* new code */\r
-               \r
-               /* calculate deltas */\r
-               VectorSubtract( pa, pb, deltas[ 0 ] );\r
-               VectorSubtract( pa, pc, deltas[ 1 ] );\r
-               VectorSubtract( pb, pc, deltas[ 2 ] );\r
-               Vector2Subtract( a->st, b->st, texDeltas[ 0 ] );\r
-               Vector2Subtract( a->st, c->st, texDeltas[ 1 ] );\r
-               Vector2Subtract( b->st, c->st, texDeltas[ 2 ] );\r
-               \r
-               /* walk st */\r
-               for( i = 0; i < 2; i++ )\r
-               {\r
-                       /* walk xyz */\r
-                       for( j = 0; j < 3; j++ )\r
-                       {\r
-                               /* clear deltas */\r
-                               delta = 0.0;\r
-                               texDelta = 0.0;\r
-                               \r
-                               /* walk deltas */\r
-                               for( k = 0; k < 3; k++ )\r
-                               {\r
-                                       if( fabs( deltas[ k ][ j ] ) > delta &&\r
-                                               fabs( texDeltas[ k ][ i ] ) > texDelta  )\r
-                                       {\r
-                                               delta = deltas[ k ][ j ];\r
-                                               texDelta = texDeltas[ k ][ i ];\r
-                                       }\r
-                               }\r
-                               \r
-                               /* set texture matrix component */\r
-                               if( fabs( delta ) > 0.0 )\r
-                                       dp->texMat[ i ][ j ] = texDelta / delta;\r
-                               else\r
-                                       dp->texMat[ i ][ j ] = 0.0;\r
-                       }\r
-               \r
-                       /* set translation component */\r
-                       dp->texMat[ i ][ 3 ] = a->st[ i ] - DotProduct( pa, dp->texMat[ i ] );\r
-               }\r
-       }\r
-       #endif\r
-       \r
-       /* debug code */\r
-       #if 1\r
-               Sys_Printf( "Mat: [ %f %f %f %f ] [ %f %f %f %f ] Theta: %f (%f)\n",\r
-                       dp->texMat[ 0 ][ 0 ], dp->texMat[ 0 ][ 1 ], dp->texMat[ 0 ][ 2 ], dp->texMat[ 0 ][ 3 ], \r
-                       dp->texMat[ 1 ][ 0 ], dp->texMat[ 1 ][ 1 ], dp->texMat[ 1 ][ 2 ], dp->texMat[ 1 ][ 3 ],\r
-                       RAD2DEG( acos( DotProduct( dp->texMat[ 0 ], dp->texMat[ 1 ] ) ) ),\r
-                       RAD2DEG( acos( DotProduct( axis[ 0 ], axis[ 1 ] ) ) ) );\r
-               \r
-               Sys_Printf( "XYZ: %f %f %f ST: %f %f ST(t): %f %f\n",\r
-                       a->xyz[ 0 ], a->xyz[ 1 ], a->xyz[ 2 ],\r
-                       a->st[ 0 ], a->st[ 1 ],\r
-                       DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ], DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ] );\r
-       #endif\r
-       \r
-       /* test texture matrix */\r
-       s = DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];\r
-       t = DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];\r
-       if( fabs( s - a->st[ 0 ] ) > 0.01 || fabs( t - a->st[ 1 ] ) > 0.01 )\r
-       {\r
-               Sys_Printf( "Bad texture matrix! (A) (%f, %f) != (%f, %f)\n",\r
-                       s, t, a->st[ 0 ], a->st[ 1 ] );\r
-               //%     return qfalse;\r
-       }\r
-       s = DotProduct( b->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];\r
-       t = DotProduct( b->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];\r
-       if( fabs( s - b->st[ 0 ] ) > 0.01 || fabs( t - b->st[ 1 ] ) > 0.01 )\r
-       {\r
-               Sys_Printf( "Bad texture matrix! (B) (%f, %f) != (%f, %f)\n",\r
-                       s, t, b->st[ 0 ], b->st[ 1 ] );\r
-               //%     return qfalse;\r
-       }\r
-       s = DotProduct( c->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];\r
-       t = DotProduct( c->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];\r
-       if( fabs( s - c->st[ 0 ] ) > 0.01 || fabs( t - c->st[ 1 ] ) > 0.01 )\r
-       {\r
-               Sys_Printf( "Bad texture matrix! (C) (%f, %f) != (%f, %f)\n",\r
-                       s, t, c->st[ 0 ], c->st[ 1 ] );\r
-               //%     return qfalse;\r
-       }\r
-       \r
-       /* disco */\r
-       return qtrue;\r
-}\r
-\r
-\r
-\r
-/*\r
-TransformDecalProjector()\r
-transforms a decal projector\r
-note: non-normalized axes will screw up the plane transform\r
-*/\r
-\r
-static void TransformDecalProjector( decalProjector_t *in, vec3_t axis[ 3 ], vec3_t origin, decalProjector_t *out )\r
-{\r
-       int             i;\r
-       \r
-       \r
-       /* copy misc stuff */\r
-       out->si = in->si;\r
-       out->numPlanes = in->numPlanes;\r
-       \r
-       /* translate bounding box and sphere (note: rotated projector bounding box will be invalid!) */\r
-       VectorSubtract( in->mins, origin, out->mins );\r
-       VectorSubtract( in->maxs, origin, out->maxs );\r
-       VectorSubtract( in->center, origin, out->center );\r
-       out->radius = in->radius;\r
-       out->radius2 = in->radius2;\r
-       \r
-       /* translate planes */\r
-       for( i = 0; i < in->numPlanes; i++ )\r
-       {\r
-               out->planes[ i ][ 0 ] = DotProduct( in->planes[ i ], axis[ 0 ] );\r
-               out->planes[ i ][ 1 ] = DotProduct( in->planes[ i ], axis[ 1 ] );\r
-               out->planes[ i ][ 2 ] = DotProduct( in->planes[ i ], axis[ 2 ] );\r
-               out->planes[ i ][ 3 ] = in->planes[ i ][ 3 ] - DotProduct( out->planes[ i ], origin );\r
-       }\r
-       \r
-       /* translate texture matrix */\r
-       for( i = 0; i < 2; i++ )\r
-       {\r
-               out->texMat[ i ][ 0 ] = DotProduct( in->texMat[ i ], axis[ 0 ] );\r
-               out->texMat[ i ][ 1 ] = DotProduct( in->texMat[ i ], axis[ 1 ] );\r
-               out->texMat[ i ][ 2 ] = DotProduct( in->texMat[ i ], axis[ 2 ] );\r
-               out->texMat[ i ][ 3 ] = in->texMat[ i ][ 3 ] + DotProduct( out->texMat[ i ], origin );\r
-       }\r
-}\r
-\r
-\r
-\r
-/*\r
-MakeDecalProjector()\r
-creates a new decal projector from a triangle\r
-*/\r
-\r
-static int MakeDecalProjector( shaderInfo_t *si, vec4_t projection, float distance, int numVerts, bspDrawVert_t **dv )\r
-{\r
-       int                                     i, j;\r
-       decalProjector_t        *dp;\r
-       vec3_t                          xyz;\r
-       \r
-       \r
-       /* dummy check */\r
-       if( numVerts != 3 && numVerts != 4 )\r
-               return -1;\r
-       \r
-       /* limit check */\r
-       if( numProjectors >= MAX_PROJECTORS )\r
-       {\r
-               Sys_Printf( "WARNING: MAX_PROJECTORS (%d) exceeded, no more decal projectors available.\n", MAX_PROJECTORS );\r
-               return -2;\r
-       }\r
-       \r
-       /* create a new projector */\r
-       dp = &projectors[ numProjectors ];\r
-       memset( dp, 0, sizeof( *dp ) );\r
-       \r
-       /* basic setup */\r
-       dp->si = si;\r
-       dp->numPlanes = numVerts + 2;\r
-       \r
-       /* make texture matrix */\r
-       if( !MakeTextureMatrix( dp, projection, dv[ 0 ], dv[ 1 ], dv[ 2 ] ) )\r
-               return -1;\r
-       \r
-       /* bound the projector */\r
-       ClearBounds( dp->mins, dp->maxs );\r
-       for( i = 0; i < numVerts; i++ )\r
-       {\r
-               AddPointToBounds( dv[ i ]->xyz, dp->mins, dp->maxs );\r
-               VectorMA( dv[ i ]->xyz, distance, projection, xyz );\r
-               AddPointToBounds( xyz, dp->mins, dp->maxs );\r
-       }\r
-       \r
-       /* make bouding sphere */\r
-       VectorAdd( dp->mins, dp->maxs, dp->center );\r
-       VectorScale( dp->center, 0.5f, dp->center );\r
-       VectorSubtract( dp->maxs, dp->center, xyz );\r
-       dp->radius = VectorLength( xyz );\r
-       dp->radius2 = dp->radius * dp->radius;\r
-       \r
-       /* make the front plane */\r
-       if( !PlaneFromPoints( dp->planes[ 0 ], dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) )\r
-               return -1;\r
-       \r
-       /* make the back plane */\r
-       VectorSubtract( vec3_origin, dp->planes[ 0 ], dp->planes[ 1 ] );\r
-       VectorMA( dv[ 0 ]->xyz, distance, projection, xyz );\r
-       dp->planes[ 1 ][ 3 ] = DotProduct( xyz, dp->planes[ 1 ] );\r
-       \r
-       /* make the side planes */\r
-       for( i = 0; i < numVerts; i++ )\r
-       {\r
-               j = (i + 1) % numVerts;\r
-               VectorMA( dv[ i ]->xyz, distance, projection, xyz );\r
-               if( !PlaneFromPoints( dp->planes[ i + 2 ], dv[ j ]->xyz, dv[ i ]->xyz, xyz ) )\r
-                       return -1;\r
-       }\r
-       \r
-       /* return ok */\r
-       numProjectors++;\r
-       return numProjectors - 1;\r
-}\r
-\r
-\r
-\r
-/*\r
-ProcessDecals()\r
-finds all decal entities and creates decal projectors\r
-*/\r
-\r
-#define PLANAR_EPSILON 0.5f\r
-\r
-void ProcessDecals( void )\r
-{\r
-       int                                     i, j, x, y, pw[ 5 ], r, iterations;\r
-       float                           distance;\r
-       vec4_t                          projection, plane;\r
-       vec3_t                          origin, target, delta;\r
-       entity_t                        *e, *e2;\r
-       parseMesh_t                     *p;\r
-       mesh_t                          *mesh, *subdivided;\r
-       bspDrawVert_t           *dv[ 4 ];\r
-       const char                      *value;\r
-       \r
-       \r
-       /* note it */\r
-       Sys_FPrintf( SYS_VRB, "--- ProcessDecals ---\n" );\r
-       \r
-       /* walk entity list */\r
-       for( i = 0; i < numEntities; i++ )\r
-       {\r
-               /* get entity */\r
-               e = &entities[ i ];\r
-               value = ValueForKey( e, "classname" );\r
-               if( Q_stricmp( value, "_decal" ) )\r
-                       continue;\r
-               \r
-               /* any patches? */\r
-               if( e->patches == NULL )\r
-               {\r
-                       Sys_Printf( "WARNING: Decal entity without any patch meshes, ignoring.\n" );\r
-                       e->epairs = NULL;       /* fixme: leak! */\r
-                       continue;\r
-               }\r
-               \r
-               /* find target */\r
-               value = ValueForKey( e, "target" );\r
-               e2 = FindTargetEntity( value );\r
-               \r
-               /* no target? */\r
-               if( e2 == NULL )\r
-               {\r
-                       Sys_Printf( "WARNING: Decal entity without a valid target, ignoring.\n" );\r
-                       continue;\r
-               }\r
-               \r
-               /* walk entity patches */\r
-               for( p = e->patches; p != NULL; p = e->patches )\r
-               {\r
-                       /* setup projector */\r
-                       if( VectorCompare( e->origin, vec3_origin ) )\r
-                       {\r
-                               VectorAdd( p->eMins, p->eMaxs, origin );\r
-                               VectorScale( origin, 0.5f, origin );\r
-                       }\r
-                       else\r
-                               VectorCopy( e->origin, origin );\r
-                       \r
-                       VectorCopy( e2->origin, target );\r
-                       VectorSubtract( target, origin, delta );\r
-                       \r
-                       /* setup projection plane */\r
-                       distance = VectorNormalize( delta, projection );\r
-                       projection[ 3 ] = DotProduct( origin, projection );\r
-                       \r
-                       /* create projectors */\r
-                       if( distance > 0.125f )\r
-                       {\r
-                               /* tesselate the patch */\r
-                               iterations = IterationsForCurve( p->longestCurve, patchSubdivisions );\r
-                               subdivided = SubdivideMesh2( p->mesh, iterations );\r
-                               \r
-                               /* fit it to the curve and remove colinear verts on rows/columns */\r
-                               PutMeshOnCurve( *subdivided );\r
-                               mesh = RemoveLinearMeshColumnsRows( subdivided );\r
-                               FreeMesh( subdivided );\r
-                               \r
-                               /* offset by projector origin */\r
-                               for( j = 0; j < (mesh->width * mesh->height); j++ )\r
-                                       VectorAdd( mesh->verts[ j ].xyz, e->origin, mesh->verts[ j ].xyz );\r
-                               \r
-                               /* iterate through the mesh quads */\r
-                               for( y = 0; y < (mesh->height - 1); y++ )\r
-                               {\r
-                                       for( x = 0; x < (mesh->width - 1); x++ )\r
-                                       {\r
-                                               /* set indexes */\r
-                                               pw[ 0 ] = x + (y * mesh->width);\r
-                                               pw[ 1 ] = x + ((y + 1) * mesh->width);\r
-                                               pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);\r
-                                               pw[ 3 ] = x + 1 + (y * mesh->width);\r
-                                               pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */\r
-                                               \r
-                                               /* set radix */\r
-                                               r = (x + y) & 1;\r
-                                               \r
-                                               /* get drawverts */\r
-                                               dv[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];\r
-                                               dv[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];\r
-                                               dv[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];\r
-                                               dv[ 3 ] = &mesh->verts[ pw[ r + 3 ] ];\r
-                                               \r
-                                               /* planar? (nuking this optimization as it doesn't work on non-rectangular quads) */\r
-                                               plane[ 0 ] = 0.0f;      /* stupid msvc */\r
-                                               if( 0 && PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) &&\r
-                                                       fabs( DotProduct( dv[ 1 ]->xyz, plane ) - plane[ 3 ] ) <= PLANAR_EPSILON )\r
-                                               {\r
-                                                       /* make a quad projector */\r
-                                                       MakeDecalProjector( p->shaderInfo, projection, distance, 4, dv );\r
-                                               }\r
-                                               else\r
-                                               {\r
-                                                       /* make first triangle */\r
-                                                       MakeDecalProjector( p->shaderInfo, projection, distance, 3, dv );\r
-                                                       \r
-                                                       /* make second triangle */\r
-                                                       dv[ 1 ] = dv[ 2 ];\r
-                                                       dv[ 2 ] = dv[ 3 ];\r
-                                                       MakeDecalProjector( p->shaderInfo, projection, distance, 3, dv );\r
-                                               }\r
-                                       }\r
-                               }\r
-                               \r
-                               /* clean up */\r
-                               free( mesh );\r
-                       }\r
-                       \r
-                       /* remove patch from entity (fixme: leak!) */\r
-                       e->patches = p->next;\r
-                       \r
-                       /* push patch to worldspawn (enable this to debug projectors) */\r
-                       #if 0\r
-                               p->next = entities[ 0 ].patches;\r
-                               entities[ 0 ].patches = p;\r
-                       #endif\r
-               }\r
-       }\r
-       \r
-       /* emit some stats */\r
-       Sys_FPrintf( SYS_VRB, "%9d decal projectors\n", numProjectors );\r
-}\r
-\r
-\r
-\r
-/*\r
-ProjectDecalOntoWinding()\r
-projects a decal onto a winding\r
-*/\r
-\r
-static void ProjectDecalOntoWinding( decalProjector_t *dp, mapDrawSurface_t *ds, winding_t *w )\r
-{\r
-       int                                     i, j;\r
-       float                           d, d2, alpha;\r
-       winding_t                       *front, *back;\r
-       mapDrawSurface_t        *ds2;\r
-       bspDrawVert_t           *dv;\r
-       vec4_t                          plane;\r
-       \r
-       \r
-       /* dummy check */\r
-       if( w->numpoints < 3 )\r
-       {\r
-               FreeWinding( w );\r
-               return;\r
-       }\r
-       \r
-       /* offset by entity origin */\r
-       for( i = 0; i < w->numpoints; i++ )\r
-               VectorAdd( w->p[ i ], entityOrigin, w->p[ i ] );\r
-       \r
-       /* make a plane from the winding */\r
-       if( !PlaneFromPoints( plane, w->p[ 0 ], w->p[ 1 ], w->p[ 2 ] ) )\r
-       {\r
-               FreeWinding( w );\r
-               return;\r
-       }\r
-       \r
-       /* backface check */\r
-       d = DotProduct( dp->planes[ 0 ], plane );\r
-       if( d < -0.0001f )\r
-       {\r
-               FreeWinding( w );\r
-               return;\r
-       }\r
-       \r
-       /* walk list of planes */\r
-       for( i = 0; i < dp->numPlanes; i++ )\r
-       {\r
-               /* chop winding by the plane */\r
-               ClipWindingEpsilon( w, dp->planes[ i ], dp->planes[ i ][ 3 ], 0.0625f, &front, &back );\r
-               FreeWinding( w );\r
-               \r
-               /* lose the front fragment */\r
-               if( front != NULL )\r
-                       FreeWinding( front );\r
-               \r
-               /* if nothing left in back, then bail */\r
-               if( back == NULL )\r
-                       return;\r
-               \r
-               /* reset winding */\r
-               w = back;\r
-       }\r
-       \r
-       /* nothing left? */\r
-       if( w == NULL || w->numpoints < 3 )\r
-               return;\r
-       \r
-       /* add to counts */\r
-       numDecalSurfaces++;\r
-       \r
-       /* make a new surface */\r
-       ds2 = AllocDrawSurface( SURFACE_DECAL );\r
-       \r
-       /* set it up */\r
-       ds2->entityNum = ds->entityNum;\r
-       ds2->castShadows = ds->castShadows;\r
-       ds2->recvShadows = ds->recvShadows;\r
-       ds2->shaderInfo = dp->si;\r
-       ds2->fogNum = ds->fogNum;       /* why was this -1? */\r
-       ds2->lightmapScale = ds->lightmapScale;\r
-       ds2->numVerts = w->numpoints;\r
-       ds2->verts = safe_malloc( ds2->numVerts * sizeof( *ds2->verts ) );\r
-       memset( ds2->verts, 0, ds2->numVerts * sizeof( *ds2->verts ) );\r
-       \r
-       /* set vertexes */\r
-       for( i = 0; i < ds2->numVerts; i++ )\r
-       {\r
-               /* get vertex */\r
-               dv = &ds2->verts[ i ];\r
-               \r
-               /* set alpha */\r
-               d = DotProduct( w->p[ i ], dp->planes[ 0 ] ) - dp->planes[ 0 ][ 3 ];\r
-               d2 = DotProduct( w->p[ i ], dp->planes[ 1 ] ) - dp->planes[ 1 ][ 3 ];\r
-               alpha = 255.0f * d2 / (d + d2);\r
-               if( alpha > 255 )\r
-                       alpha = 255;\r
-               else if( alpha < 0 )\r
-                       alpha = 0;\r
-               \r
-               /* set misc */\r
-               VectorSubtract( w->p[ i ], entityOrigin, dv->xyz );\r
-               VectorCopy( plane, dv->normal );\r
-               dv->st[ 0 ] = DotProduct( dv->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];\r
-               dv->st[ 1 ] = DotProduct( dv->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];\r
-               \r
-               /* set color */\r
-               for( j = 0; j < MAX_LIGHTMAPS; j++ )\r
-               {\r
-                       dv->color[ j ][ 0 ] = 255;\r
-                       dv->color[ j ][ 1 ] = 255;\r
-                       dv->color[ j ][ 2 ] = 255;\r
-                       dv->color[ j ][ 3 ] = alpha;\r
-               }\r
-       }\r
-       \r
-       /* ydnar: finish the surface */\r
-       FinishSurface( ds2 );\r
-}\r
-\r
-\r
-\r
-/*\r
-ProjectDecalOntoFace()\r
-projects a decal onto a brushface surface\r
-*/\r
-\r
-static void ProjectDecalOntoFace( decalProjector_t *dp, mapDrawSurface_t *ds )\r
-{\r
-       vec4_t          plane;\r
-       float           d;\r
-       winding_t       *w;\r
-       \r
-       \r
-       /* dummy check */\r
-       if( ds->sideRef == NULL || ds->sideRef->side == NULL )\r
-               return;\r
-       \r
-       /* backface check */\r
-       if( ds->planar )\r
-       {\r
-               VectorCopy( mapplanes[ ds->planeNum ].normal, plane );\r
-               plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );\r
-               d = DotProduct( dp->planes[ 0 ], plane );\r
-               if( d < -0.0001f )\r
-                       return;\r
-       }\r
-       \r
-       /* generate decal */\r
-       w = WindingFromDrawSurf( ds );\r
-       ProjectDecalOntoWinding( dp, ds, w );\r
-}\r
-\r
-\r
-\r
-/*\r
-ProjectDecalOntoPatch()\r
-projects a decal onto a patch surface\r
-*/\r
-\r
-static void ProjectDecalOntoPatch( decalProjector_t *dp, mapDrawSurface_t *ds )\r
-{\r
-       int                     x, y, pw[ 5 ], r, iterations;\r
-       vec4_t          plane;\r
-       float           d;\r
-       mesh_t          src, *mesh, *subdivided;\r
-       winding_t       *w;\r
-       \r
-       \r
-       /* backface check */\r
-       if( ds->planar )\r
-       {\r
-               VectorCopy( mapplanes[ ds->planeNum ].normal, plane );\r
-               plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );\r
-               d = DotProduct( dp->planes[ 0 ], plane );\r
-               if( d < -0.0001f )\r
-                       return;\r
-       }\r
-       \r
-       /* tesselate the patch */\r
-       src.width = ds->patchWidth;\r
-       src.height = ds->patchHeight;\r
-       src.verts = ds->verts;\r
-       iterations = IterationsForCurve( ds->longestCurve, patchSubdivisions );\r
-       subdivided = SubdivideMesh2( src, iterations );\r
-       \r
-       /* fit it to the curve and remove colinear verts on rows/columns */\r
-       PutMeshOnCurve( *subdivided );\r
-       mesh = RemoveLinearMeshColumnsRows( subdivided );\r
-       FreeMesh( subdivided );\r
-       \r
-       /* iterate through the mesh quads */\r
-       for( y = 0; y < (mesh->height - 1); y++ )\r
-       {\r
-               for( x = 0; x < (mesh->width - 1); x++ )\r
-               {\r
-                       /* set indexes */\r
-                       pw[ 0 ] = x + (y * mesh->width);\r
-                       pw[ 1 ] = x + ((y + 1) * mesh->width);\r
-                       pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);\r
-                       pw[ 3 ] = x + 1 + (y * mesh->width);\r
-                       pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */\r
-                       \r
-                       /* set radix */\r
-                       r = (x + y) & 1;\r
-                       \r
-                       /* generate decal for first triangle */\r
-                       w = AllocWinding( 3 );\r
-                       w->numpoints = 3;\r
-                       VectorCopy( mesh->verts[ pw[ r + 0 ] ].xyz, w->p[ 0 ] );\r
-                       VectorCopy( mesh->verts[ pw[ r + 1 ] ].xyz, w->p[ 1 ] );\r
-                       VectorCopy( mesh->verts[ pw[ r + 2 ] ].xyz, w->p[ 2 ] );\r
-                       ProjectDecalOntoWinding( dp, ds, w );\r
-                       \r
-                       /* generate decal for second triangle */\r
-                       w = AllocWinding( 3 );\r
-                       w->numpoints = 3;\r
-                       VectorCopy( mesh->verts[ pw[ r + 0 ] ].xyz, w->p[ 0 ] );\r
-                       VectorCopy( mesh->verts[ pw[ r + 2 ] ].xyz, w->p[ 1 ] );\r
-                       VectorCopy( mesh->verts[ pw[ r + 3 ] ].xyz, w->p[ 2 ] );\r
-                       ProjectDecalOntoWinding( dp, ds, w );\r
-               }\r
-       }\r
-       \r
-       /* clean up */\r
-       free( mesh );\r
-}\r
-\r
-\r
-\r
-/*\r
-ProjectDecalOntoTriangles()\r
-projects a decal onto a triangle surface\r
-*/\r
-\r
-static void ProjectDecalOntoTriangles( decalProjector_t *dp, mapDrawSurface_t *ds )\r
-{\r
-       int                     i;\r
-       vec4_t          plane;\r
-       float           d;\r
-       winding_t       *w;\r
-       \r
-       \r
-       /* triangle surfaces without shaders don't get marks by default */\r
-       if( (ds->type == SURFACE_TRIANGLES || ds->type == SURFACE_FORCED_META) &&\r
-               ds->shaderInfo->shaderText == NULL )\r
-               return;\r
-       \r
-       /* backface check */\r
-       if( ds->planar )\r
-       {\r
-               VectorCopy( mapplanes[ ds->planeNum ].normal, plane );\r
-               plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );\r
-               d = DotProduct( dp->planes[ 0 ], plane );\r
-               if( d < -0.0001f )\r
-                       return;\r
-       }\r
-       \r
-       /* iterate through triangles */\r
-       for( i = 0; i < ds->numIndexes; i += 3 )\r
-       {\r
-               /* generate decal */\r
-               w = AllocWinding( 3 );\r
-               w->numpoints = 3;\r
-               VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );\r
-               VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );\r
-               VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );\r
-               ProjectDecalOntoWinding( dp, ds, w );\r
-       }\r
-}\r
-\r
-\r
-\r
-/*\r
-MakeEntityDecals()\r
-projects decals onto world surfaces\r
-*/\r
-\r
-void MakeEntityDecals( entity_t *e )\r
-{\r
-       int                                     i, j, k, f, fOld, start;\r
-       decalProjector_t        dp;\r
-       mapDrawSurface_t        *ds;\r
-       vec3_t                          identityAxis[ 3 ] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } };\r
-       \r
-       \r
-       /* note it */\r
-       Sys_FPrintf( SYS_VRB, "--- MakeEntityDecals ---\n" );\r
-       \r
-       /* set entity origin */\r
-       VectorCopy( e->origin, entityOrigin );\r
-       \r
-       /* transform projector instead of geometry */\r
-       VectorClear( entityOrigin );\r
-       \r
-       /* init pacifier */\r
-       fOld = -1;\r
-       start = I_FloatTime();\r
-       \r
-       /* walk the list of decal projectors */\r
-       for( i = 0; i < numProjectors; i++ )\r
-       {\r
-               /* print pacifier */\r
-               f = 10 * i / numProjectors;\r
-               if( f != fOld )\r
-               {\r
-                       fOld = f;\r
-                       Sys_FPrintf( SYS_VRB, "%d...", f );\r
-               }\r
-               \r
-               /* get projector */\r
-               TransformDecalProjector( &projectors[ i ], identityAxis, e->origin, &dp );\r
-               \r
-               /* walk the list of surfaces in the entity */\r
-               for( j = e->firstDrawSurf; j < numMapDrawSurfs; j++ )\r
-               {\r
-                       /* get surface */\r
-                       ds = &mapDrawSurfs[ j ];\r
-                       if( ds->numVerts <= 0 )\r
-                               continue;\r
-                       \r
-                       /* ignore autosprite or nomarks */\r
-                       if( ds->shaderInfo->autosprite || (ds->shaderInfo->compileFlags & C_NOMARKS) )\r
-                               continue;\r
-                       \r
-                       /* bounds check */\r
-                       for( k = 0; k < 3; k++ )\r
-                               if( ds->mins[ k ] >= (dp.center[ k ] + dp.radius) ||\r
-                                       ds->maxs[ k ] <= (dp.center[ k ] - dp.radius) )\r
-                                       break;\r
-                       if( k < 3 )\r
-                               continue;\r
-                       \r
-                       /* switch on type */\r
-                       switch( ds->type )\r
-                       {\r
-                               case SURFACE_FACE:\r
-                                       ProjectDecalOntoFace( &dp, ds );\r
-                                       break;\r
-                               \r
-                               case SURFACE_PATCH:\r
-                                       ProjectDecalOntoPatch( &dp, ds );\r
-                                       break;\r
-                               \r
-                               case SURFACE_TRIANGLES:\r
-                               case SURFACE_FORCED_META:\r
-                               case SURFACE_META:\r
-                                       ProjectDecalOntoTriangles( &dp, ds );\r
-                                       break;\r
-                               \r
-                               default:\r
-                                       break;\r
-                       }\r
-               }\r
-       }\r
-       \r
-       /* print time */\r
-       Sys_FPrintf( SYS_VRB, " (%d)\n", (int) (I_FloatTime() - start) );\r
-       \r
-       /* emit some stats */\r
-       Sys_FPrintf( SYS_VRB, "%9d decal surfaces\n", numDecalSurfaces );\r
-}\r
+/* -------------------------------------------------------------------------------
+
+   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.
+
+   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.
+
+   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."
+
+   ------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define DECALS_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+#define MAX_PROJECTORS      1024
+
+typedef struct decalProjector_s
+{
+       shaderInfo_t            *si;
+       vec3_t mins, maxs;
+       vec3_t center;
+       float radius, radius2;
+       int numPlanes;                      /* either 5 or 6, for quad or triangle projectors */
+       vec4_t planes[ 6 ];
+       vec4_t texMat[ 2 ];
+}
+decalProjector_t;
+
+static int numProjectors = 0;
+static decalProjector_t projectors[ MAX_PROJECTORS ];
+
+static int numDecalSurfaces = 0;
+
+static vec3_t entityOrigin;
+
+
+
+/*
+   DVectorNormalize()
+   normalizes a vector, returns the length, operates using doubles
+ */
+
+typedef double dvec_t;
+typedef dvec_t dvec3_t[ 3 ];
+
+dvec_t DVectorNormalize( dvec3_t in, dvec3_t out ){
+       dvec_t len, ilen;
+
+
+       len = (dvec_t) sqrt( in[ 0 ] * in[ 0 ] + in[ 1 ] * in[ 1 ] + in[ 2 ] * in[ 2 ] );
+       if ( len == 0.0 ) {
+               VectorClear( out );
+               return 0.0;
+       }
+
+       ilen = 1.0 / len;
+       out[ 0 ] = in[ 0 ] * ilen;
+       out[ 1 ] = in[ 1 ] * ilen;
+       out[ 2 ] = in[ 2 ] * ilen;
+
+       return len;
+}
+
+
+
+/*
+   MakeTextureMatrix()
+   generates a texture projection matrix for a triangle
+   returns qfalse if a texture matrix cannot be created
+ */
+
+#define Vector2Subtract( a,b,c )  ( ( c )[ 0 ] = ( a )[ 0 ] - ( b )[ 0 ], ( c )[ 1 ] = ( a )[ 1 ] - ( b )[ 1 ] )
+
+static qboolean MakeTextureMatrix( decalProjector_t *dp, vec4_t projection, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c ){
+       int i, j;
+       double bb, s, t, d;
+       dvec3_t pa, pb, pc;
+       dvec3_t bary, xyz;
+       dvec3_t vecs[ 3 ], axis[ 3 ], lengths;
+
+
+       /* project triangle onto plane of projection */
+       d = DotProduct( a->xyz, projection ) - projection[ 3 ];
+       VectorMA( a->xyz, -d, projection, pa );
+       d = DotProduct( b->xyz, projection ) - projection[ 3 ];
+       VectorMA( b->xyz, -d, projection, pb );
+       d = DotProduct( c->xyz, projection ) - projection[ 3 ];
+       VectorMA( c->xyz, -d, projection, pc );
+
+       /* two methods */
+       #if 1
+       {
+               /* old code */
+
+               /* calculate barycentric basis for the triangle */
+               bb = ( b->st[ 0 ] - a->st[ 0 ] ) * ( c->st[ 1 ] - a->st[ 1 ] ) - ( c->st[ 0 ] - a->st[ 0 ] ) * ( b->st[ 1 ] - a->st[ 1 ] );
+               if ( fabs( bb ) < 0.00000001 ) {
+                       return qfalse;
+               }
+
+               /* calculate texture origin */
+               #if 0
+               s = 0.0;
+               t = 0.0;
+               bary[ 0 ] = ( ( b->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) - ( c->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) ) / bb;
+               bary[ 1 ] = ( ( c->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) - ( a->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) ) / bb;
+               bary[ 2 ] = ( ( a->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) - ( b->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) ) / bb;
+
+               origin[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];
+               origin[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];
+               origin[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];
+               #endif
+
+               /* calculate s vector */
+               s = a->st[ 0 ] + 1.0;
+               t = a->st[ 1 ] + 0.0;
+               bary[ 0 ] = ( ( b->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) - ( c->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) ) / bb;
+               bary[ 1 ] = ( ( c->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) - ( a->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) ) / bb;
+               bary[ 2 ] = ( ( a->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) - ( b->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) ) / bb;
+
+               xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];
+               xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];
+               xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];
+
+               //%     VectorSubtract( xyz, origin, vecs[ 0 ] );
+               VectorSubtract( xyz, pa, vecs[ 0 ] );
+
+               /* calculate t vector */
+               s = a->st[ 0 ] + 0.0;
+               t = a->st[ 1 ] + 1.0;
+               bary[ 0 ] = ( ( b->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) - ( c->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) ) / bb;
+               bary[ 1 ] = ( ( c->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) - ( a->st[ 0 ] - s ) * ( c->st[ 1 ] - t ) ) / bb;
+               bary[ 2 ] = ( ( a->st[ 0 ] - s ) * ( b->st[ 1 ] - t ) - ( b->st[ 0 ] - s ) * ( a->st[ 1 ] - t ) ) / bb;
+
+               xyz[ 0 ] = bary[ 0 ] * pa[ 0 ] + bary[ 1 ] * pb[ 0 ] + bary[ 2 ] * pc[ 0 ];
+               xyz[ 1 ] = bary[ 0 ] * pa[ 1 ] + bary[ 1 ] * pb[ 1 ] + bary[ 2 ] * pc[ 1 ];
+               xyz[ 2 ] = bary[ 0 ] * pa[ 2 ] + bary[ 1 ] * pb[ 2 ] + bary[ 2 ] * pc[ 2 ];
+
+               //%     VectorSubtract( xyz, origin, vecs[ 1 ] );
+               VectorSubtract( xyz, pa, vecs[ 1 ] );
+
+               /* calcuate r vector */
+               VectorScale( projection, -1.0, vecs[ 2 ] );
+
+               /* calculate transform axis */
+               for ( i = 0; i < 3; i++ )
+                       lengths[ i ] = DVectorNormalize( vecs[ i ], axis[ i ] );
+               for ( i = 0; i < 2; i++ )
+                       for ( j = 0; j < 3; j++ )
+                               dp->texMat[ i ][ j ] = lengths[ i ] > 0.0 ? ( axis[ i ][ j ] / lengths[ i ] ) : 0.0;
+               //%     dp->texMat[ i ][ j ] = fabs( vecs[ i ][ j ] ) > 0.0 ? (1.0 / vecs[ i ][ j ]) : 0.0;
+               //%     dp->texMat[ i ][ j ] = axis[ i ][ j ] > 0.0 ? (1.0 / axis[ i ][ j ]) : 0.0;
+
+               /* calculalate translation component */
+               dp->texMat[ 0 ][ 3 ] = a->st[ 0 ] - DotProduct( a->xyz, dp->texMat[ 0 ] );
+               dp->texMat[ 1 ][ 3 ] = a->st[ 1 ] - DotProduct( a->xyz, dp->texMat[ 1 ] );
+       }
+       #else
+       {
+               int k;
+               dvec3_t origin, deltas[ 3 ];
+               double texDeltas[ 3 ][ 2 ];
+               double delta, texDelta;
+
+
+               /* new code */
+
+               /* calculate deltas */
+               VectorSubtract( pa, pb, deltas[ 0 ] );
+               VectorSubtract( pa, pc, deltas[ 1 ] );
+               VectorSubtract( pb, pc, deltas[ 2 ] );
+               Vector2Subtract( a->st, b->st, texDeltas[ 0 ] );
+               Vector2Subtract( a->st, c->st, texDeltas[ 1 ] );
+               Vector2Subtract( b->st, c->st, texDeltas[ 2 ] );
+
+               /* walk st */
+               for ( i = 0; i < 2; i++ )
+               {
+                       /* walk xyz */
+                       for ( j = 0; j < 3; j++ )
+                       {
+                               /* clear deltas */
+                               delta = 0.0;
+                               texDelta = 0.0;
+
+                               /* walk deltas */
+                               for ( k = 0; k < 3; k++ )
+                               {
+                                       if ( fabs( deltas[ k ][ j ] ) > delta &&
+                                                fabs( texDeltas[ k ][ i ] ) > texDelta  ) {
+                                               delta = deltas[ k ][ j ];
+                                               texDelta = texDeltas[ k ][ i ];
+                                       }
+                               }
+
+                               /* set texture matrix component */
+                               if ( fabs( delta ) > 0.0 ) {
+                                       dp->texMat[ i ][ j ] = texDelta / delta;
+                               }
+                               else{
+                                       dp->texMat[ i ][ j ] = 0.0;
+                               }
+                       }
+
+                       /* set translation component */
+                       dp->texMat[ i ][ 3 ] = a->st[ i ] - DotProduct( pa, dp->texMat[ i ] );
+               }
+       }
+       #endif
+
+       /* debug code */
+       #if 1
+       Sys_Printf( "Mat: [ %f %f %f %f ] [ %f %f %f %f ] Theta: %f (%f)\n",
+                               dp->texMat[ 0 ][ 0 ], dp->texMat[ 0 ][ 1 ], dp->texMat[ 0 ][ 2 ], dp->texMat[ 0 ][ 3 ],
+                               dp->texMat[ 1 ][ 0 ], dp->texMat[ 1 ][ 1 ], dp->texMat[ 1 ][ 2 ], dp->texMat[ 1 ][ 3 ],
+                               RAD2DEG( acos( DotProduct( dp->texMat[ 0 ], dp->texMat[ 1 ] ) ) ),
+                               RAD2DEG( acos( DotProduct( axis[ 0 ], axis[ 1 ] ) ) ) );
+
+       Sys_Printf( "XYZ: %f %f %f ST: %f %f ST(t): %f %f\n",
+                               a->xyz[ 0 ], a->xyz[ 1 ], a->xyz[ 2 ],
+                               a->st[ 0 ], a->st[ 1 ],
+                               DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ], DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ] );
+       #endif
+
+       /* test texture matrix */
+       s = DotProduct( a->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
+       t = DotProduct( a->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
+       if ( fabs( s - a->st[ 0 ] ) > 0.01 || fabs( t - a->st[ 1 ] ) > 0.01 ) {
+               Sys_Printf( "Bad texture matrix! (A) (%f, %f) != (%f, %f)\n",
+                                       s, t, a->st[ 0 ], a->st[ 1 ] );
+               //%     return qfalse;
+       }
+       s = DotProduct( b->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
+       t = DotProduct( b->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
+       if ( fabs( s - b->st[ 0 ] ) > 0.01 || fabs( t - b->st[ 1 ] ) > 0.01 ) {
+               Sys_Printf( "Bad texture matrix! (B) (%f, %f) != (%f, %f)\n",
+                                       s, t, b->st[ 0 ], b->st[ 1 ] );
+               //%     return qfalse;
+       }
+       s = DotProduct( c->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
+       t = DotProduct( c->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
+       if ( fabs( s - c->st[ 0 ] ) > 0.01 || fabs( t - c->st[ 1 ] ) > 0.01 ) {
+               Sys_Printf( "Bad texture matrix! (C) (%f, %f) != (%f, %f)\n",
+                                       s, t, c->st[ 0 ], c->st[ 1 ] );
+               //%     return qfalse;
+       }
+
+       /* disco */
+       return qtrue;
+}
+
+
+
+/*
+   TransformDecalProjector()
+   transforms a decal projector
+   note: non-normalized axes will screw up the plane transform
+ */
+
+static void TransformDecalProjector( decalProjector_t *in, vec3_t axis[ 3 ], vec3_t origin, decalProjector_t *out ){
+       int i;
+
+
+       /* copy misc stuff */
+       out->si = in->si;
+       out->numPlanes = in->numPlanes;
+
+       /* translate bounding box and sphere (note: rotated projector bounding box will be invalid!) */
+       VectorSubtract( in->mins, origin, out->mins );
+       VectorSubtract( in->maxs, origin, out->maxs );
+       VectorSubtract( in->center, origin, out->center );
+       out->radius = in->radius;
+       out->radius2 = in->radius2;
+
+       /* translate planes */
+       for ( i = 0; i < in->numPlanes; i++ )
+       {
+               out->planes[ i ][ 0 ] = DotProduct( in->planes[ i ], axis[ 0 ] );
+               out->planes[ i ][ 1 ] = DotProduct( in->planes[ i ], axis[ 1 ] );
+               out->planes[ i ][ 2 ] = DotProduct( in->planes[ i ], axis[ 2 ] );
+               out->planes[ i ][ 3 ] = in->planes[ i ][ 3 ] - DotProduct( out->planes[ i ], origin );
+       }
+
+       /* translate texture matrix */
+       for ( i = 0; i < 2; i++ )
+       {
+               out->texMat[ i ][ 0 ] = DotProduct( in->texMat[ i ], axis[ 0 ] );
+               out->texMat[ i ][ 1 ] = DotProduct( in->texMat[ i ], axis[ 1 ] );
+               out->texMat[ i ][ 2 ] = DotProduct( in->texMat[ i ], axis[ 2 ] );
+               out->texMat[ i ][ 3 ] = in->texMat[ i ][ 3 ] + DotProduct( out->texMat[ i ], origin );
+       }
+}
+
+
+
+/*
+   MakeDecalProjector()
+   creates a new decal projector from a triangle
+ */
+
+static int MakeDecalProjector( shaderInfo_t *si, vec4_t projection, float distance, int numVerts, bspDrawVert_t **dv ){
+       int i, j;
+       decalProjector_t    *dp;
+       vec3_t xyz;
+
+
+       /* dummy check */
+       if ( numVerts != 3 && numVerts != 4 ) {
+               return -1;
+       }
+
+       /* limit check */
+       if ( numProjectors >= MAX_PROJECTORS ) {
+               Sys_FPrintf( SYS_WRN, "WARNING: MAX_PROJECTORS (%d) exceeded, no more decal projectors available.\n", MAX_PROJECTORS );
+               return -2;
+       }
+
+       /* create a new projector */
+       dp = &projectors[ numProjectors ];
+       memset( dp, 0, sizeof( *dp ) );
+
+       /* basic setup */
+       dp->si = si;
+       dp->numPlanes = numVerts + 2;
+
+       /* make texture matrix */
+       if ( !MakeTextureMatrix( dp, projection, dv[ 0 ], dv[ 1 ], dv[ 2 ] ) ) {
+               return -1;
+       }
+
+       /* bound the projector */
+       ClearBounds( dp->mins, dp->maxs );
+       for ( i = 0; i < numVerts; i++ )
+       {
+               AddPointToBounds( dv[ i ]->xyz, dp->mins, dp->maxs );
+               VectorMA( dv[ i ]->xyz, distance, projection, xyz );
+               AddPointToBounds( xyz, dp->mins, dp->maxs );
+       }
+
+       /* make bouding sphere */
+       VectorAdd( dp->mins, dp->maxs, dp->center );
+       VectorScale( dp->center, 0.5f, dp->center );
+       VectorSubtract( dp->maxs, dp->center, xyz );
+       dp->radius = VectorLength( xyz );
+       dp->radius2 = dp->radius * dp->radius;
+
+       /* make the front plane */
+       if ( !PlaneFromPoints( dp->planes[ 0 ], dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) ) {
+               return -1;
+       }
+
+       /* make the back plane */
+       VectorSubtract( vec3_origin, dp->planes[ 0 ], dp->planes[ 1 ] );
+       VectorMA( dv[ 0 ]->xyz, distance, projection, xyz );
+       dp->planes[ 1 ][ 3 ] = DotProduct( xyz, dp->planes[ 1 ] );
+
+       /* make the side planes */
+       for ( i = 0; i < numVerts; i++ )
+       {
+               j = ( i + 1 ) % numVerts;
+               VectorMA( dv[ i ]->xyz, distance, projection, xyz );
+               if ( !PlaneFromPoints( dp->planes[ i + 2 ], dv[ j ]->xyz, dv[ i ]->xyz, xyz ) ) {
+                       return -1;
+               }
+       }
+
+       /* return ok */
+       numProjectors++;
+       return numProjectors - 1;
+}
+
+
+
+/*
+   ProcessDecals()
+   finds all decal entities and creates decal projectors
+ */
+
+#define PLANAR_EPSILON  0.5f
+
+void ProcessDecals( void ){
+       int i, j, x, y, pw[ 5 ], r, iterations;
+       float distance;
+       vec4_t projection, plane;
+       vec3_t origin, target, delta;
+       entity_t            *e, *e2;
+       parseMesh_t         *p;
+       mesh_t              *mesh, *subdivided;
+       bspDrawVert_t       *dv[ 4 ];
+       const char          *value;
+
+
+       /* note it */
+       Sys_FPrintf( SYS_VRB, "--- ProcessDecals ---\n" );
+
+       /* walk entity list */
+       for ( i = 0; i < numEntities; i++ )
+       {
+               /* get entity */
+               e = &entities[ i ];
+               value = ValueForKey( e, "classname" );
+               if ( Q_stricmp( value, "_decal" ) ) {
+                       continue;
+               }
+
+               /* any patches? */
+               if ( e->patches == NULL ) {
+                       Sys_FPrintf( SYS_WRN, "WARNING: Decal entity without any patch meshes, ignoring.\n" );
+                       e->epairs = NULL;   /* fixme: leak! */
+                       continue;
+               }
+
+               /* find target */
+               value = ValueForKey( e, "target" );
+               e2 = FindTargetEntity( value );
+
+               /* no target? */
+               if ( e2 == NULL ) {
+                       Sys_FPrintf( SYS_WRN, "WARNING: Decal entity without a valid target, ignoring.\n" );
+                       continue;
+               }
+
+               /* walk entity patches */
+               for ( p = e->patches; p != NULL; p = e->patches )
+               {
+                       /* setup projector */
+                       if ( VectorCompare( e->origin, vec3_origin ) ) {
+                               VectorAdd( p->eMins, p->eMaxs, origin );
+                               VectorScale( origin, 0.5f, origin );
+                       }
+                       else{
+                               VectorCopy( e->origin, origin );
+                       }
+
+                       VectorCopy( e2->origin, target );
+                       VectorSubtract( target, origin, delta );
+
+                       /* setup projection plane */
+                       distance = VectorNormalize( delta, projection );
+                       projection[ 3 ] = DotProduct( origin, projection );
+
+                       /* create projectors */
+                       if ( distance > 0.125f ) {
+                               /* tesselate the patch */
+                               iterations = IterationsForCurve( p->longestCurve, patchSubdivisions );
+                               subdivided = SubdivideMesh2( p->mesh, iterations );
+
+                               /* fit it to the curve and remove colinear verts on rows/columns */
+                               PutMeshOnCurve( *subdivided );
+                               mesh = RemoveLinearMeshColumnsRows( subdivided );
+                               FreeMesh( subdivided );
+
+                               /* offset by projector origin */
+                               for ( j = 0; j < ( mesh->width * mesh->height ); j++ )
+                                       VectorAdd( mesh->verts[ j ].xyz, e->origin, mesh->verts[ j ].xyz );
+
+                               /* iterate through the mesh quads */
+                               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;
+
+                                               /* get drawverts */
+                                               dv[ 0 ] = &mesh->verts[ pw[ r + 0 ] ];
+                                               dv[ 1 ] = &mesh->verts[ pw[ r + 1 ] ];
+                                               dv[ 2 ] = &mesh->verts[ pw[ r + 2 ] ];
+                                               dv[ 3 ] = &mesh->verts[ pw[ r + 3 ] ];
+
+                                               /* planar? (nuking this optimization as it doesn't work on non-rectangular quads) */
+                                               plane[ 0 ] = 0.0f;  /* stupid msvc */
+                                               if ( 0 && PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) &&
+                                                        fabs( DotProduct( dv[ 1 ]->xyz, plane ) - plane[ 3 ] ) <= PLANAR_EPSILON ) {
+                                                       /* make a quad projector */
+                                                       MakeDecalProjector( p->shaderInfo, projection, distance, 4, dv );
+                                               }
+                                               else
+                                               {
+                                                       /* make first triangle */
+                                                       MakeDecalProjector( p->shaderInfo, projection, distance, 3, dv );
+
+                                                       /* make second triangle */
+                                                       dv[ 1 ] = dv[ 2 ];
+                                                       dv[ 2 ] = dv[ 3 ];
+                                                       MakeDecalProjector( p->shaderInfo, projection, distance, 3, dv );
+                                               }
+                                       }
+                               }
+
+                               /* clean up */
+                               free( mesh );
+                       }
+
+                       /* remove patch from entity (fixme: leak!) */
+                       e->patches = p->next;
+
+                       /* push patch to worldspawn (enable this to debug projectors) */
+                       #if 0
+                       p->next = entities[ 0 ].patches;
+                       entities[ 0 ].patches = p;
+                       #endif
+               }
+       }
+
+       /* emit some stats */
+       Sys_FPrintf( SYS_VRB, "%9d decal projectors\n", numProjectors );
+}
+
+
+
+/*
+   ProjectDecalOntoWinding()
+   projects a decal onto a winding
+ */
+
+static void ProjectDecalOntoWinding( decalProjector_t *dp, mapDrawSurface_t *ds, winding_t *w ){
+       int i, j;
+       float d, d2, alpha;
+       winding_t           *front, *back;
+       mapDrawSurface_t    *ds2;
+       bspDrawVert_t       *dv;
+       vec4_t plane;
+
+
+       /* dummy check */
+       if ( w->numpoints < 3 ) {
+               FreeWinding( w );
+               return;
+       }
+
+       /* offset by entity origin */
+       for ( i = 0; i < w->numpoints; i++ )
+               VectorAdd( w->p[ i ], entityOrigin, w->p[ i ] );
+
+       /* make a plane from the winding */
+       if ( !PlaneFromPoints( plane, w->p[ 0 ], w->p[ 1 ], w->p[ 2 ] ) ) {
+               FreeWinding( w );
+               return;
+       }
+
+       /* backface check */
+       d = DotProduct( dp->planes[ 0 ], plane );
+       if ( d < -0.0001f ) {
+               FreeWinding( w );
+               return;
+       }
+
+       /* walk list of planes */
+       for ( i = 0; i < dp->numPlanes; i++ )
+       {
+               /* chop winding by the plane */
+               ClipWindingEpsilonStrict( w, dp->planes[ i ], dp->planes[ i ][ 3 ], 0.0625f, &front, &back ); /* strict, if identical plane we don't want to keep it */
+               FreeWinding( w );
+
+               /* lose the front fragment */
+               if ( front != NULL ) {
+                       FreeWinding( front );
+               }
+
+               /* if nothing left in back, then bail */
+               if ( back == NULL ) {
+                       return;
+               }
+
+               /* reset winding */
+               w = back;
+       }
+
+       /* nothing left? */
+       if ( w == NULL || w->numpoints < 3 ) {
+               return;
+       }
+
+       /* add to counts */
+       numDecalSurfaces++;
+
+       /* make a new surface */
+       ds2 = AllocDrawSurface( SURFACE_DECAL );
+
+       /* set it up */
+       ds2->entityNum = ds->entityNum;
+       ds2->castShadows = ds->castShadows;
+       ds2->recvShadows = ds->recvShadows;
+       ds2->shaderInfo = dp->si;
+       ds2->fogNum = ds->fogNum;   /* why was this -1? */
+       ds2->lightmapScale = ds->lightmapScale;
+       ds2->shadeAngleDegrees = ds->shadeAngleDegrees;
+       ds2->numVerts = w->numpoints;
+       ds2->verts = safe_malloc( ds2->numVerts * sizeof( *ds2->verts ) );
+       memset( ds2->verts, 0, ds2->numVerts * sizeof( *ds2->verts ) );
+
+       /* set vertexes */
+       for ( i = 0; i < ds2->numVerts; i++ )
+       {
+               /* get vertex */
+               dv = &ds2->verts[ i ];
+
+               /* set alpha */
+               d = DotProduct( w->p[ i ], dp->planes[ 0 ] ) - dp->planes[ 0 ][ 3 ];
+               d2 = DotProduct( w->p[ i ], dp->planes[ 1 ] ) - dp->planes[ 1 ][ 3 ];
+               alpha = 255.0f * d2 / ( d + d2 );
+               if ( alpha > 255 ) {
+                       alpha = 255;
+               }
+               else if ( alpha < 0 ) {
+                       alpha = 0;
+               }
+
+               /* set misc */
+               VectorSubtract( w->p[ i ], entityOrigin, dv->xyz );
+               VectorCopy( plane, dv->normal );
+               dv->st[ 0 ] = DotProduct( dv->xyz, dp->texMat[ 0 ] ) + dp->texMat[ 0 ][ 3 ];
+               dv->st[ 1 ] = DotProduct( dv->xyz, dp->texMat[ 1 ] ) + dp->texMat[ 1 ][ 3 ];
+
+               /* set color */
+               for ( j = 0; j < MAX_LIGHTMAPS; j++ )
+               {
+                       dv->color[ j ][ 0 ] = 255;
+                       dv->color[ j ][ 1 ] = 255;
+                       dv->color[ j ][ 2 ] = 255;
+                       dv->color[ j ][ 3 ] = alpha;
+               }
+       }
+}
+
+
+
+/*
+   ProjectDecalOntoFace()
+   projects a decal onto a brushface surface
+ */
+
+static void ProjectDecalOntoFace( decalProjector_t *dp, mapDrawSurface_t *ds ){
+       vec4_t plane;
+       float d;
+       winding_t   *w;
+
+
+       /* dummy check */
+       if ( ds->sideRef == NULL || ds->sideRef->side == NULL ) {
+               return;
+       }
+
+       /* backface check */
+       if ( ds->planar ) {
+               VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
+               plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );
+               d = DotProduct( dp->planes[ 0 ], plane );
+               if ( d < -0.0001f ) {
+                       return;
+               }
+       }
+
+       /* generate decal */
+       w = WindingFromDrawSurf( ds );
+       ProjectDecalOntoWinding( dp, ds, w );
+}
+
+
+
+/*
+   ProjectDecalOntoPatch()
+   projects a decal onto a patch surface
+ */
+
+static void ProjectDecalOntoPatch( decalProjector_t *dp, mapDrawSurface_t *ds ){
+       int x, y, pw[ 5 ], r, iterations;
+       vec4_t plane;
+       float d;
+       mesh_t src, *mesh, *subdivided;
+       winding_t   *w;
+
+
+       /* backface check */
+       if ( ds->planar ) {
+               VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
+               plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );
+               d = DotProduct( dp->planes[ 0 ], plane );
+               if ( d < -0.0001f ) {
+                       return;
+               }
+       }
+
+       /* tesselate the patch */
+       src.width = ds->patchWidth;
+       src.height = ds->patchHeight;
+       src.verts = ds->verts;
+       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 );
+
+       /* iterate through the mesh quads */
+       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;
+
+                       /* generate decal for first triangle */
+                       w = AllocWinding( 3 );
+                       w->numpoints = 3;
+                       VectorCopy( mesh->verts[ pw[ r + 0 ] ].xyz, w->p[ 0 ] );
+                       VectorCopy( mesh->verts[ pw[ r + 1 ] ].xyz, w->p[ 1 ] );
+                       VectorCopy( mesh->verts[ pw[ r + 2 ] ].xyz, w->p[ 2 ] );
+                       ProjectDecalOntoWinding( dp, ds, w );
+
+                       /* generate decal for second triangle */
+                       w = AllocWinding( 3 );
+                       w->numpoints = 3;
+                       VectorCopy( mesh->verts[ pw[ r + 0 ] ].xyz, w->p[ 0 ] );
+                       VectorCopy( mesh->verts[ pw[ r + 2 ] ].xyz, w->p[ 1 ] );
+                       VectorCopy( mesh->verts[ pw[ r + 3 ] ].xyz, w->p[ 2 ] );
+                       ProjectDecalOntoWinding( dp, ds, w );
+               }
+       }
+
+       /* clean up */
+       free( mesh );
+}
+
+
+
+/*
+   ProjectDecalOntoTriangles()
+   projects a decal onto a triangle surface
+ */
+
+static void ProjectDecalOntoTriangles( decalProjector_t *dp, mapDrawSurface_t *ds ){
+       int i;
+       vec4_t plane;
+       float d;
+       winding_t   *w;
+
+
+       /* triangle surfaces without shaders don't get marks by default */
+       if ( ds->type == SURFACE_TRIANGLES && ds->shaderInfo->shaderText == NULL ) {
+               return;
+       }
+
+       /* backface check */
+       if ( ds->planar ) {
+               VectorCopy( mapplanes[ ds->planeNum ].normal, plane );
+               plane[ 3 ] = mapplanes[ ds->planeNum ].dist + DotProduct( plane, entityOrigin );
+               d = DotProduct( dp->planes[ 0 ], plane );
+               if ( d < -0.0001f ) {
+                       return;
+               }
+       }
+
+       /* iterate through triangles */
+       for ( i = 0; i < ds->numIndexes; i += 3 )
+       {
+               /* generate decal */
+               w = AllocWinding( 3 );
+               w->numpoints = 3;
+               VectorCopy( ds->verts[ ds->indexes[ i ] ].xyz, w->p[ 0 ] );
+               VectorCopy( ds->verts[ ds->indexes[ i + 1 ] ].xyz, w->p[ 1 ] );
+               VectorCopy( ds->verts[ ds->indexes[ i + 2 ] ].xyz, w->p[ 2 ] );
+               ProjectDecalOntoWinding( dp, ds, w );
+       }
+}
+
+
+
+/*
+   MakeEntityDecals()
+   projects decals onto world surfaces
+ */
+
+void MakeEntityDecals( entity_t *e ){
+       int i, j, k, f, fOld, start;
+       decalProjector_t dp;
+       mapDrawSurface_t    *ds;
+       vec3_t identityAxis[ 3 ] = { { 1, 0, 0 }, { 0, 1, 0 }, { 0, 0, 1 } };
+
+
+       /* note it */
+       Sys_FPrintf( SYS_VRB, "--- MakeEntityDecals ---\n" );
+
+       /* set entity origin */
+       VectorCopy( e->origin, entityOrigin );
+
+       /* transform projector instead of geometry */
+       VectorClear( entityOrigin );
+
+       /* init pacifier */
+       fOld = -1;
+       start = I_FloatTime();
+
+       /* walk the list of decal projectors */
+       for ( i = 0; i < numProjectors; i++ )
+       {
+               /* print pacifier */
+               f = 10 * i / numProjectors;
+               if ( f != fOld ) {
+                       fOld = f;
+                       Sys_FPrintf( SYS_VRB, "%d...", f );
+               }
+
+               /* get projector */
+               TransformDecalProjector( &projectors[ i ], identityAxis, e->origin, &dp );
+
+               /* walk the list of surfaces in the entity */
+               for ( j = e->firstDrawSurf; j < numMapDrawSurfs; j++ )
+               {
+                       /* get surface */
+                       ds = &mapDrawSurfs[ j ];
+                       if ( ds->numVerts <= 0 ) {
+                               continue;
+                       }
+
+                       /* ignore autosprite or nomarks */
+                       if ( ds->shaderInfo->autosprite || ( ds->shaderInfo->compileFlags & C_NOMARKS ) ) {
+                               continue;
+                       }
+
+                       /* bounds check */
+                       for ( k = 0; k < 3; k++ )
+                               if ( ds->mins[ k ] >= ( dp.center[ k ] + dp.radius ) ||
+                                        ds->maxs[ k ] <= ( dp.center[ k ] - dp.radius ) ) {
+                                       break;
+                               }
+                       if ( k < 3 ) {
+                               continue;
+                       }
+
+                       /* switch on type */
+                       switch ( ds->type )
+                       {
+                       case SURFACE_FACE:
+                               ProjectDecalOntoFace( &dp, ds );
+                               break;
+
+                       case SURFACE_PATCH:
+                               ProjectDecalOntoPatch( &dp, ds );
+                               break;
+
+                       case SURFACE_TRIANGLES:
+                       case SURFACE_FORCED_META:
+                       case SURFACE_META:
+                               ProjectDecalOntoTriangles( &dp, ds );
+                               break;
+
+                       default:
+                               break;
+                       }
+               }
+       }
+
+       /* print time */
+       Sys_FPrintf( SYS_VRB, " (%d)\n", (int) ( I_FloatTime() - start ) );
+
+       /* emit some stats */
+       Sys_FPrintf( SYS_VRB, "%9d decal surfaces\n", numDecalSurfaces );
+}