]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
properly strip the / from worldbasename
[xonotic/darkplaces.git] / model_shared.c
index 45fd314344eae43c4ac3a9d65d130587a0271508..40c49dbf322fff0e4daef0e41bf39263087baae8 100644 (file)
@@ -92,6 +92,7 @@ static void mod_shutdown(void)
                        Mod_UnloadModel(mod);
 
        Mod_FreeQ3Shaders();
+       Mod_Skeletal_FreeBuffers();
 }
 
 static void mod_newmap(void)
@@ -193,12 +194,24 @@ void Mod_UnloadModel (dp_model_t *mod)
        strlcpy(name, mod->name, sizeof(name));
        parentmodel = mod->brush.parentmodel;
        used = mod->used;
-       if (mod->surfmesh.ebo3i)
-               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
-       if (mod->surfmesh.ebo3s)
-               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
-       if (mod->surfmesh.vbo)
-               R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
+       if (mod->mempool)
+       {
+               if (mod->surfmesh.vertexpositionbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexpositionbuffer);
+               mod->surfmesh.vertexpositionbuffer = NULL;
+               if (mod->surfmesh.vertexmeshbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
+               mod->surfmesh.vertexmeshbuffer = NULL;
+               if (mod->surfmesh.data_element3i_indexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
+               mod->surfmesh.data_element3i_indexbuffer = NULL;
+               if (mod->surfmesh.data_element3s_indexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
+               mod->surfmesh.data_element3s_indexbuffer = NULL;
+               if (mod->surfmesh.vbo_vertexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
+               mod->surfmesh.vbo_vertexbuffer = NULL;
+       }
        // free textures/memory attached to the model
        R_FreeTexturePool(&mod->texturepool);
        Mem_FreePool(&mod->mempool);
@@ -282,7 +295,7 @@ void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, fl
 {
        dp_model_t *mod = (dp_model_t *) pass;
        animscene_t *anim = &mod->animscenes[i];
-       dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
+       dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
        anim->firstframe = bound(0, start, mod->num_poses - 1);
        anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
        anim->framerate = max(1, fps);
@@ -311,6 +324,31 @@ void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
        Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
 }
 
+void Mod_FindPotentialDeforms(dp_model_t *mod)
+{
+       int i, j;
+       texture_t *texture;
+       mod->wantnormals = false;
+       mod->wanttangents = false;
+       for (i = 0;i < mod->num_textures;i++)
+       {
+               texture = mod->data_textures + i;
+               if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
+                       mod->wantnormals = true;
+               for (j = 0;j < Q3MAXDEFORMS;j++)
+               {
+                       if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
+                       {
+                               mod->wanttangents = true;
+                               mod->wantnormals = true;
+                               break;
+                       }
+                       if (texture->deforms[j].deform != Q3DEFORM_NONE)
+                               mod->wantnormals = true;
+               }
+       }
+}
+
 /*
 ==================
 Mod_LoadModel
@@ -432,7 +470,7 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
                num = LittleLong(*((int *)buf));
                // call the apropriate loader
                loadmodel = mod;
-                    if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
+               if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
                else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
                else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
                else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
@@ -442,11 +480,14 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
                else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
                else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
+               else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
                else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
                else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
                else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
                Mem_Free(buf);
 
+               Mod_FindPotentialDeforms(mod);
+                                       
                buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
                if(buf)
                {
@@ -1146,26 +1187,60 @@ shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtria
 
 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
 {
-       if (!vid.support.arb_vertex_buffer_object)
-               return;
-       if (mesh->vbo)
+       if (!mesh->numverts)
                return;
 
-       // element buffer is easy because it's just one array
-       if (mesh->numtriangles)
+       // build r_vertexmesh_t array
+       // (compressed interleaved array for faster rendering)
+       if (!mesh->vertexmesh && mesh->texcoord2f)
        {
-               if (mesh->element3s)
-                       mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
-               else
-                       mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
+               int vertexindex;
+               int numvertices = mesh->numverts;
+               r_vertexmesh_t *vertexmesh;
+               mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexmesh));
+               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
+               {
+                       VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
+                       VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
+                       VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
+                       VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
+                       Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
+               }
        }
 
+       // build r_vertexposition_t array
+       if (!mesh->vertexposition)
+       {
+               int vertexindex;
+               int numvertices = mesh->numverts;
+               r_vertexposition_t *vertexposition;
+               mesh->vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexposition));
+               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
+                       VectorCopy(mesh->vertex3f + 3*vertexindex, vertexposition->vertex3f);
+       }
+
+       // upload r_vertexmesh_t array as a buffer
+       if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
+               mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false);
+
+       // upload r_vertexposition_t array as a buffer
+       if (mesh->vertexposition && !mesh->vertexpositionbuffer)
+               mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false);
+
+       // upload short indices as a buffer
+       if (mesh->element3s && !mesh->element3s_indexbuffer)
+               mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false);
+
+       // upload int indices as a buffer
+       if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
+               mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false);
+
        // vertex buffer is several arrays and we put them in the same buffer
        //
        // is this wise?  the texcoordtexture2f array is used with dynamic
        // vertex/svector/tvector/normal when rendering animated models, on the
        // other hand animated models don't use a lot of vertices anyway...
-       if (mesh->numverts)
+       if (!mesh->vbo_vertexbuffer)
        {
                size_t size;
                unsigned char *mem;
@@ -1181,7 +1256,7 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
                if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
                if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
                if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
-               mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
+               mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false);
                Mem_Free(mem);
        }
 }
@@ -1270,12 +1345,16 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        shadowmesh_t *nextmesh;
        for (;mesh;mesh = nextmesh)
        {
-               if (mesh->ebo3i)
-                       R_Mesh_DestroyBufferObject(mesh->ebo3i);
-               if (mesh->ebo3s)
-                       R_Mesh_DestroyBufferObject(mesh->ebo3s);
-               if (mesh->vbo)
-                       R_Mesh_DestroyBufferObject(mesh->vbo);
+               if (mesh->vertexpositionbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->vertexpositionbuffer);
+               if (mesh->vertexmeshbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
+               if (mesh->element3i_indexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
+               if (mesh->element3s_indexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
+               if (mesh->vbo_vertexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
                nextmesh = mesh->next;
                Mem_Free(mesh);
        }
@@ -1512,6 +1591,7 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
 }
 
 extern cvar_t r_picmipworld;
+extern cvar_t mod_q3shader_default_offsetmapping;
 void Mod_LoadQ3Shaders(void)
 {
        int j;
@@ -1552,6 +1632,8 @@ void Mod_LoadQ3Shaders(void)
                        shader.reflectfactor = 1;
                        Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
                        shader.r_water_wateralpha = 1;
+                       shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+                       shader.offsetscale = 1;
                        shader.specularscalemod = 1;
                        shader.specularpowermod = 1;
 
@@ -1594,7 +1676,11 @@ void Mod_LoadQ3Shaders(void)
                                                {
                                                        if (j < TEXTURE_MAXFRAMES + 4)
                                                        {
-                                                               strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+                                                               // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
+                                                               if(j == 0 && !strncasecmp(com_token, "dp_", 3))
+                                                                       dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
+                                                               else
+                                                                       strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                                numparameters = j + 1;
                                                        }
                                                        if (!COM_ParseToken_QuakeC(&text, true))
@@ -1813,7 +1899,11 @@ void Mod_LoadQ3Shaders(void)
                                {
                                        if (j < TEXTURE_MAXFRAMES + 4)
                                        {
-                                               strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+                                               // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
+                                               if(j == 0 && !strncasecmp(com_token, "dp_", 3))
+                                                       dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
+                                               else
+                                                       strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                numparameters = j + 1;
                                        }
                                        if (!COM_ParseToken_QuakeC(&text, true))
@@ -1907,6 +1997,8 @@ void Mod_LoadQ3Shaders(void)
                                        shader.dpnoshadow = true;
                                else if (!strcasecmp(parameter[0], "dpreflectcube"))
                                        strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
+                               else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
+                                       shader.dpmeshcollisions = true;
                                else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
                                {
                                        // some q3 skies don't have the sky parm set
@@ -1931,19 +2023,23 @@ void Mod_LoadQ3Shaders(void)
                                        shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
                                else if (!strcasecmp(parameter[0], "polygonoffset"))
                                        shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
-                               else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+                               else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
                                        shader.refractfactor = atof(parameter[1]);
                                        Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
                                }
-                               else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+                               else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
                                        shader.reflectfactor = atof(parameter[1]);
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
                                }
-                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
+                               else if (!strcasecmp(parameter[0], "dpcamera"))
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
+                               }
+                               else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
                                        shader.reflectmin = atof(parameter[1]);
@@ -1954,14 +2050,26 @@ void Mod_LoadQ3Shaders(void)
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
                                        shader.r_water_wateralpha = atof(parameter[11]);
                                }
-                               else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
+                               else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
                                {
                                        shader.specularscalemod = atof(parameter[1]);
                                }
-                               else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
+                               else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
                                {
                                        shader.specularpowermod = atof(parameter[1]);
                                }
+                               else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
+                               {
+                                       if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
+                                               shader.offsetmapping = OFFSETMAPPING_OFF;
+                                       else if (!strcasecmp(parameter[1], "default"))
+                                               shader.offsetmapping = OFFSETMAPPING_DEFAULT;
+                                       else if (!strcasecmp(parameter[1], "linear"))
+                                               shader.offsetmapping = OFFSETMAPPING_LINEAR;
+                                       else if (!strcasecmp(parameter[1], "relief"))
+                                               shader.offsetmapping = OFFSETMAPPING_RELIEF;
+                                       shader.offsetscale = atof(parameter[2]);
+                               }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
                                        int i, deformindex;
@@ -2028,7 +2136,7 @@ void Mod_LoadQ3Shaders(void)
                        }
                        // fix up multiple reflection types
                        if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
-                               shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
+                               shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
 
                        Q3Shader_AddToHash (&shader);
                }
@@ -2070,8 +2178,11 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                texflagsmask &= ~TEXF_PICMIP;
        if(!(defaulttexflags & TEXF_COMPRESS))
                texflagsmask &= ~TEXF_COMPRESS;
-       texture->specularscalemod = 1; // unless later loaded from the shader
-       texture->specularpowermod = 1; // unless later loaded from the shader
+       // unless later loaded from the shader
+       texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+       texture->offsetscale = 1;
+       texture->specularscalemod = 1;
+       texture->specularpowermod = 1; 
        // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
        // HERE, AND Q1BSP LOADING
        // JUST GREP FOR "specularscalemod = 1".
@@ -2111,6 +2222,8 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                        texture->basematerialflags |= MATERIALFLAG_REFLECTION;
                if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
                        texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
+               if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
+                       texture->basematerialflags |= MATERIALFLAG_CAMERA;
                texture->customblendfunc[0] = GL_ONE;
                texture->customblendfunc[1] = GL_ZERO;
                if (shader->numlayers > 0)
@@ -2209,16 +2322,65 @@ nothing                GL_ZERO GL_ONE
                texture->reflectfactor = shader->reflectfactor;
                Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
                texture->r_water_wateralpha = shader->r_water_wateralpha;
+               texture->offsetmapping = shader->offsetmapping;
+               texture->offsetscale = shader->offsetscale;
                texture->specularscalemod = shader->specularscalemod;
                texture->specularpowermod = shader->specularpowermod;
                if (shader->dpreflectcube[0])
                        texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
+
+               // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
+               texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
+               if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
+               if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
+
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
+               if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
+               if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
+               if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
+               if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
+
+               if (shader->dpmeshcollisions)
+                       texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
        }
        else if (!strcmp(texture->name, "noshader") || !texture->name[0])
        {
                if (developer_extra.integer)
                        Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
                texture->surfaceparms = 0;
+               texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
        }
        else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
        {
@@ -2226,6 +2388,7 @@ nothing                GL_ZERO GL_ONE
                        Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
                texture->surfaceparms = 0;
                texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+               texture->supercontents = SUPERCONTENTS_SOLID;
        }
        else
        {
@@ -2233,11 +2396,20 @@ nothing                GL_ZERO GL_ONE
                        Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
                texture->surfaceparms = 0;
                if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
+               {
                        texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+                       texture->supercontents = SUPERCONTENTS_SOLID;
+               }
                else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
+               {
                        texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       texture->supercontents = SUPERCONTENTS_SKY;
+               }
                else
+               {
                        texture->basematerialflags |= MATERIALFLAG_WALL;
+                       texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
+               }
                texture->numskinframes = 1;
                if(cls.state == ca_dedicated)
                {
@@ -2488,6 +2660,9 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod)
 
 void Mod_BuildVBOs(void)
 {
+       if (!loadmodel->surfmesh.num_vertices)
+               return;
+
        if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
        {
                int i;
@@ -2501,27 +2676,62 @@ void Mod_BuildVBOs(void)
                }
        }
 
-       if (!vid.support.arb_vertex_buffer_object)
-               return;
-       // only build a vbo if one has not already been created (this is important for brush models which load specially)
-       if (loadmodel->surfmesh.vbo)
-               return;
+       // build r_vertexmesh_t array
+       // (compressed interleaved array for faster rendering)
+       if (!loadmodel->surfmesh.vertexmesh)
+       {
+               int vertexindex;
+               int numvertices = loadmodel->surfmesh.num_vertices;
+               r_vertexmesh_t *vertexmesh;
+               loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
+               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
+               {
+                       VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
+                       VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
+                       VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
+                       VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
+                       if (loadmodel->surfmesh.data_lightmapcolor4f)
+                               Vector4Scale(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, 255.0f, vertexmesh->color4ub);
+                       Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
+                       if (loadmodel->surfmesh.data_texcoordlightmap2f)
+                               Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
+               }
+       }
 
-       // element buffer is easy because it's just one array
-       if (loadmodel->surfmesh.num_triangles)
+       // build r_vertexposition_t array
+       if (!loadmodel->surfmesh.vertexposition)
        {
-               if (loadmodel->surfmesh.data_element3s)
-                       loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
-               else
-                       loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
+               int vertexindex;
+               int numvertices = loadmodel->surfmesh.num_vertices;
+               r_vertexposition_t *vertexposition;
+               loadmodel->surfmesh.vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexposition));
+               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
+                       VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexposition->vertex3f);
        }
 
+       // upload r_vertexmesh_t array as a buffer
+       if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
+               loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false);
+
+       // upload r_vertexposition_t array as a buffer
+       if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer)
+               loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false);
+
+       // upload short indices as a buffer
+       if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
+               loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false);
+
+       // upload int indices as a buffer
+       if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
+               loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false);
+
+       // only build a vbo if one has not already been created (this is important for brush models which load specially)
        // vertex buffer is several arrays and we put them in the same buffer
        //
        // is this wise?  the texcoordtexture2f array is used with dynamic
        // vertex/svector/tvector/normal when rendering animated models, on the
        // other hand animated models don't use a lot of vertices anyway...
-       if (loadmodel->surfmesh.num_vertices)
+       if (!loadmodel->surfmesh.vbo_vertexbuffer)
        {
                size_t size;
                unsigned char *mem;
@@ -2541,7 +2751,7 @@ void Mod_BuildVBOs(void)
                if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
                if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
                if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
-               loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
+               loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false);
                Mem_Free(mem);
        }
 }
@@ -2778,12 +2988,19 @@ static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int first
                                        const float *v = model->surfmesh.data_vertex3f + index * 3;
                                        const float *vn = model->surfmesh.data_normal3f + index * 3;
                                        const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
-                                       const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
-                                       const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
-                                            if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
-                                       else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2]);
-                                       else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1]);
-                                       else            l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
+                                       const int b = model->surfmesh.blends[index];
+                                       if (b < model->num_bones)
+                                               l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
+                                       else
+                                       {
+                                               const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
+                                               const unsigned char *wi = w->index;
+                                               const unsigned char *wf = w->influence;
+                                           if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
+                                               else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
+                                               else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
+                                               else            l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
+                                       }
                                        if (l > 0)
                                                outbufferpos += l;
                                }
@@ -2819,8 +3036,10 @@ static void Mod_Decompile_f(void)
        char animname2[MAX_QPATH];
        char zymtextbuffer[16384];
        char dpmtextbuffer[16384];
+       char framegroupstextbuffer[16384];
        int zymtextsize = 0;
        int dpmtextsize = 0;
+       int framegroupstextsize = 0;
 
        if (Cmd_Argc() != 2)
        {
@@ -2882,16 +3101,20 @@ static void Mod_Decompile_f(void)
                                // individual frame
                                // check for additional frames with same name
                                for (l = 0, k = strlen(animname);animname[l];l++)
-                                       if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
+                                       if(animname[l] < '0' || animname[l] > '9')
                                                k = l + 1;
+                               if(k > 0 && animname[k-1] == '_')
+                                       --k;
                                animname[k] = 0;
                                count = mod->num_poses - first;
                                for (j = i + 1;j < mod->numframes;j++)
                                {
                                        strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
                                        for (l = 0, k = strlen(animname2);animname2[l];l++)
-                                               if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
+                                               if(animname2[l] < '0' || animname2[l] > '9')
                                                        k = l + 1;
+                                       if(k > 0 && animname[k-1] == '_')
+                                               --k;
                                        animname2[k] = 0;
                                        if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
                                        {
@@ -2908,19 +3131,26 @@ static void Mod_Decompile_f(void)
                        Mod_Decompile_SMD(mod, outname, first, count, false);
                        if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
                        {
-                               l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
+                               l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
                                if (l > 0) zymtextsize += l;
                        }
                        if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
                        {
-                               l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
+                               l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
                                if (l > 0) dpmtextsize += l;
                        }
+                       if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
+                       {
+                               l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
+                               if (l > 0) framegroupstextsize += l;
+                       }
                }
                if (zymtextsize)
                        FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
                if (dpmtextsize)
                        FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
+               if (framegroupstextsize)
+                       FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
        }
 }
 
@@ -3477,15 +3707,27 @@ static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
        if (model->surfmesh.num_vertices > 65536)
                model->surfmesh.data_element3s = NULL;
 
-       if (model->surfmesh.vbo)
-               R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
-       model->surfmesh.vbo = 0;
-       if (model->surfmesh.ebo3i)
-               R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
-       model->surfmesh.ebo3i = 0;
-       if (model->surfmesh.ebo3s)
-               R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
-       model->surfmesh.ebo3s = 0;
+       if (model->surfmesh.vertexposition)
+               Mem_Free(model->surfmesh.vertexposition);
+       model->surfmesh.vertexposition = NULL;
+       if (model->surfmesh.vertexmesh)
+               Mem_Free(model->surfmesh.vertexmesh);
+       model->surfmesh.vertexmesh = NULL;
+       if (model->surfmesh.vertexpositionbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexpositionbuffer);
+       model->surfmesh.vertexpositionbuffer = NULL;
+       if (model->surfmesh.vertexmeshbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
+       model->surfmesh.vertexmeshbuffer = NULL;
+       if (model->surfmesh.data_element3i_indexbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
+       model->surfmesh.data_element3i_indexbuffer = NULL;
+       if (model->surfmesh.data_element3s_indexbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
+       model->surfmesh.data_element3s_indexbuffer = NULL;
+       if (model->surfmesh.vbo_vertexbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
+       model->surfmesh.vbo_vertexbuffer = 0;
 
        // convert all triangles to unique vertex data
        outvertexindex = 0;