]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_alias.c
physics: fix and refactor unsticking
[xonotic/darkplaces.git] / model_alias.c
index 981188ea714dd1d16318ac652f6ed2693ed5a500..a18de3095dcc498534dbdb54ec979da5ef7a5698 100644 (file)
@@ -27,17 +27,17 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #endif
 
 #ifdef SSE_POSSIBLE
-static qboolean r_skeletal_use_sse_defined = false;
-cvar_t r_skeletal_use_sse = {0, "r_skeletal_use_sse", "1", "use SSE for skeletal model animation"};
+static qbool r_skeletal_use_sse_defined = false;
+cvar_t r_skeletal_use_sse = {CF_CLIENT, "r_skeletal_use_sse", "1", "use SSE for skeletal model animation"};
 #endif
-cvar_t r_skeletal_debugbone = {0, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugbonecomponent = {0, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugbonevalue = {0, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugtranslatex = {0, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugtranslatey = {0, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
-cvar_t r_skeletal_debugtranslatez = {0, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
-cvar_t mod_alias_supporttagscale = {0, "mod_alias_supporttagscale", "1", "support scaling factors in bone/tag attachment matrices as supported by MD3"};
-cvar_t mod_alias_force_animated = {0, "mod_alias_force_animated", "", "if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)"};
+cvar_t r_skeletal_debugbone = {CF_CLIENT, "r_skeletal_debugbone", "-1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonecomponent = {CF_CLIENT, "r_skeletal_debugbonecomponent", "3", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugbonevalue = {CF_CLIENT, "r_skeletal_debugbonevalue", "100", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatex = {CF_CLIENT, "r_skeletal_debugtranslatex", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatey = {CF_CLIENT, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
+cvar_t r_skeletal_debugtranslatez = {CF_CLIENT, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
+cvar_t mod_alias_supporttagscale = {CF_CLIENT | CF_SERVER, "mod_alias_supporttagscale", "1", "support scaling factors in bone/tag attachment matrices as supported by MD3"};
+cvar_t mod_alias_force_animated = {CF_CLIENT | CF_SERVER, "mod_alias_force_animated", "", "if set to an non-empty string, overrides the is-animated flag of any alias models (for benchmarking)"};
 
 float mod_md3_sin[320];
 
@@ -62,7 +62,105 @@ void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes)
        return Mod_Skeletal_AnimateVertices_bonepose;
 }
 
-static void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+void Mod_Skeletal_BuildTransforms(const model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative)
+{
+       int i, blends;
+       float m[12];
+
+       if (!bonepose)
+               bonepose = (float * RESTRICT) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * model->num_bones);
+               
+       if (skeleton && !skeleton->relativetransforms)
+               skeleton = NULL;
+
+       // interpolate matrices
+       if (skeleton)
+       {
+               for (i = 0;i < model->num_bones;i++)
+               {
+                       Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
+                       if (model->data_bones[i].parent >= 0)
+                               R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12);
+                       else
+                               memcpy(bonepose + i * 12, m, sizeof(m));
+
+                       // create a relative deformation matrix to describe displacement
+                       // from the base mesh, which is used by the actual weighting
+                       R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+               }
+       }
+       else
+       {
+               for (i = 0;i < model->num_bones;i++)
+               {
+                       // blend by transform each quaternion/translation into a dual-quaternion first, then blending
+                       const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
+                       float firstlerp = frameblend[0].lerp,
+                               firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2],
+                               rx = firstpose7s[3] * firstlerp,
+                               ry = firstpose7s[4] * firstlerp,
+                               rz = firstpose7s[5] * firstlerp,
+                               rw = firstpose7s[6] * firstlerp,
+                               dx = firsttx*rw + firstty*rz - firsttz*ry,
+                               dy = -firsttx*rz + firstty*rw + firsttz*rx,
+                               dz = firsttx*ry - firstty*rx + firsttz*rw,
+                               dw = -firsttx*rx - firstty*ry - firsttz*rz,
+                               scale, sx, sy, sz, sw;
+                       for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+                       {
+                               const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
+                               float blendlerp = frameblend[blends].lerp,
+                                       blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2],
+                                       qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6];
+                               if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp;
+                               qx *= blendlerp;
+                               qy *= blendlerp;
+                               qz *= blendlerp;
+                               qw *= blendlerp;
+                               rx += qx;
+                               ry += qy;
+                               rz += qz;
+                               rw += qw;
+                               dx += blendtx*qw + blendty*qz - blendtz*qy;
+                               dy += -blendtx*qz + blendty*qw + blendtz*qx;
+                               dz += blendtx*qy - blendty*qx + blendtz*qw;
+                               dw += -blendtx*qx - blendty*qy - blendtz*qz;
+                       }
+                       // generate a matrix from the dual-quaternion, implicitly normalizing it in the process
+                       scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
+                       sx = rx * scale;
+                       sy = ry * scale;
+                       sz = rz * scale;
+                       sw = rw * scale;
+                       m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
+                       m[1] = 2*(sx*ry - sw*rz);
+                       m[2] = 2*(sx*rz + sw*ry);
+                       m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
+                       m[4] = 2*(sx*ry + sw*rz);
+                       m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
+                       m[6] = 2*(sy*rz - sw*rx);
+                       m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
+                       m[8] = 2*(sx*rz - sw*ry);
+                       m[9] = 2*(sy*rz + sw*rx);
+                       m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
+                       m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
+                       if (i == r_skeletal_debugbone.integer)
+                               m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+                       m[3] *= r_skeletal_debugtranslatex.value;
+                       m[7] *= r_skeletal_debugtranslatey.value;
+                       m[11] *= r_skeletal_debugtranslatez.value;
+                       if (model->data_bones[i].parent >= 0)
+                               R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12);
+                       else
+                               memcpy(bonepose + i * 12, m, sizeof(m));
+                       // create a relative deformation matrix to describe displacement
+                       // from the base mesh, which is used by the actual weighting
+                       R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+               }
+       }
+}
+
+static void Mod_Skeletal_AnimateVertices(const model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
 {
 
        if (!model->surfmesh.num_vertices)
@@ -115,7 +213,7 @@ void Mod_AliasInit (void)
 #endif
 }
 
-static int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newweights)
+static int Mod_Skeletal_AddBlend(model_t *model, const blendweights_t *newweights)
 {
        int i;
        blendweights_t *weights;
@@ -132,7 +230,7 @@ static int Mod_Skeletal_AddBlend(dp_model_t *model, const blendweights_t *newwei
        return model->num_bones + i;
 }
 
-static int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, const float *newinfluence)
+static int Mod_Skeletal_CompressBlend(model_t *model, const int *newindex, const float *newinfluence)
 {
        int i, total;
        float scale;
@@ -175,7 +273,7 @@ static int Mod_Skeletal_CompressBlend(dp_model_t *model, const int *newindex, co
        return Mod_Skeletal_AddBlend(model, &newweights);
 }
 
-static void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+static void Mod_MD3_AnimateVertices(const model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
 {
        // vertex morph
        int i, numblends, blendnum;
@@ -263,7 +361,7 @@ static void Mod_MD3_AnimateVertices(const dp_model_t * RESTRICT model, const fra
                }
        }
 }
-static void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
+static void Mod_MDL_AnimateVertices(const model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
 {
        // vertex morph
        int i, numblends, blendnum;
@@ -360,7 +458,7 @@ static void Mod_MDL_AnimateVertices(const dp_model_t * RESTRICT model, const fra
        }
 }
 
-int Mod_Alias_GetTagMatrix(const dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, matrix4x4_t *outmatrix)
+int Mod_Alias_GetTagMatrix(const model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, matrix4x4_t *outmatrix)
 {
        matrix4x4_t temp;
        matrix4x4_t parentbonematrix;
@@ -427,7 +525,7 @@ int Mod_Alias_GetTagMatrix(const dp_model_t *model, const frameblend_t *frameble
        return 0;
 }
 
-int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int skin, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix)
+int Mod_Alias_GetExtendedTagInfoForIndex(const model_t *model, unsigned int skin, const frameblend_t *frameblend, const skeleton_t *skeleton, int tagindex, int *parentindex, const char **tagname, matrix4x4_t *tag_localmatrix)
 {
        int blendindex;
        int k;
@@ -484,7 +582,7 @@ int Mod_Alias_GetExtendedTagInfoForIndex(const dp_model_t *model, unsigned int s
        return 2;
 }
 
-int Mod_Alias_GetTagIndexForName(const dp_model_t *model, unsigned int skin, const char *tagname)
+int Mod_Alias_GetTagIndexForName(const model_t *model, unsigned int skin, const char *tagname)
 {
        int i;
        if(skin >= (unsigned int)model->numskins)
@@ -525,13 +623,13 @@ static void Mod_BuildBaseBonePoses(void)
        Mem_Free(basebonepose);
 }
 
-static qboolean Mod_Alias_CalculateBoundingBox(void)
+static qbool Mod_Alias_CalculateBoundingBox(void)
 {
        int vnum;
-       qboolean firstvertex = true;
+       qbool firstvertex = true;
        float dist, yawradius, radius;
        float *v;
-       qboolean isanimated = false;
+       qbool isanimated = false;
        VectorClear(loadmodel->normalmins);
        VectorClear(loadmodel->normalmaxs);
        yawradius = 0;
@@ -654,33 +752,46 @@ static void Mod_Alias_MorphMesh_CompileFrames(void)
        }
 }
 
-static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask)
+static void Mod_MDLMD2MD3_TraceLine(model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
 {
        int i;
        float segmentmins[3], segmentmaxs[3];
        msurface_t *surface;
-       float vertex3fbuf[1024*3];
+       float vertex3fbuf[1024 * 3];
        float *vertex3f = vertex3fbuf;
+       float *freevertex3f = NULL;
+       // for static cases we can just call CollisionBIH which is much faster
+       if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL))
+       {
+               Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+               return;
+       }
        memset(trace, 0, sizeof(*trace));
        trace->fraction = 1;
-       trace->realfraction = 1;
        trace->hitsupercontentsmask = hitsupercontentsmask;
-       if (model->surfmesh.num_vertices > 1024)
-               vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
+       trace->skipsupercontentsmask = skipsupercontentsmask;
+       trace->skipmaterialflagsmask = skipmaterialflagsmask;
        segmentmins[0] = min(start[0], end[0]) - 1;
        segmentmins[1] = min(start[1], end[1]) - 1;
        segmentmins[2] = min(start[2], end[2]) - 1;
        segmentmaxs[0] = max(start[0], end[0]) + 1;
        segmentmaxs[1] = max(start[1], end[1]) + 1;
        segmentmaxs[2] = max(start[2], end[2]) + 1;
-       model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
+       if (frameblend == NULL || frameblend[0].subframe != 0 || frameblend[0].lerp != 0 || skeleton != NULL)
+       {
+               if (model->surfmesh.num_vertices > 1024)
+                       vertex3f = freevertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
+               model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
+       }
+       else
+               vertex3f = model->surfmesh.data_vertex3f;
        for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
-               Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
-       if (vertex3f != vertex3fbuf)
-               Mem_Free(vertex3f);
+               Collision_TraceLineTriangleMeshFloat(trace, start, end, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+       if (freevertex3f)
+               Mem_Free(freevertex3f);
 }
 
-static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
+static void Mod_MDLMD2MD3_TraceBox(model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask)
 {
        int i;
        vec3_t shiftstart, shiftend;
@@ -695,16 +806,24 @@ static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameb
        {
                VectorAdd(start, boxmins, shiftstart);
                VectorAdd(end, boxmins, shiftend);
-               Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask);
+               Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
                VectorSubtract(trace->endpos, boxmins, trace->endpos);
                return;
        }
 
+       // for static cases we can just call CollisionBIH which is much faster
+       if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL))
+       {
+               Mod_CollisionBIH_TraceBox(model, frameblend, skeleton, trace, start, boxmins, boxmaxs, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+               return;
+       }
+
        // box trace, performed as brush trace
        memset(trace, 0, sizeof(*trace));
        trace->fraction = 1;
-       trace->realfraction = 1;
        trace->hitsupercontentsmask = hitsupercontentsmask;
+       trace->skipsupercontentsmask = skipsupercontentsmask;
+       trace->skipmaterialflagsmask = skipmaterialflagsmask;
        if (model->surfmesh.num_vertices > 1024)
                vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3]));
        segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1;
@@ -721,7 +840,7 @@ static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameb
        Collision_BrushForBox(&thisbrush_end, boxendmins, boxendmaxs, 0, 0, NULL);
        model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL);
        for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
-               Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
+               Collision_TraceBrushTriangleMeshFloat(trace, &thisbrush_start.brush, &thisbrush_end.brush, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs);
        if (vertex3f != vertex3fbuf)
                Mem_Free(vertex3f);
 }
@@ -785,7 +904,7 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *ve
                // get scene name from first frame
                pinframe = (daliasframe_t *)datapointer;
 
-               strlcpy(scene->name, pinframe->name, sizeof(scene->name));
+               dp_strlcpy(scene->name, pinframe->name, sizeof(scene->name));
                scene->firstframe = pose;
                scene->framecount = groupframes;
                scene->framerate = 1.0f / interval;
@@ -803,46 +922,6 @@ static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *ve
        }
 }
 
-static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *skinframe)
-{
-       if (cls.state == ca_dedicated)
-               return;
-       // hack
-       if (!skinframe)
-               skinframe = R_SkinFrame_LoadMissing();
-       memset(texture, 0, sizeof(*texture));
-       texture->currentframe = texture;
-       //texture->animated = false;
-       texture->numskinframes = 1;
-       texture->skinframerate = 1;
-       texture->skinframes[0] = skinframe;
-       texture->currentskinframe = skinframe;
-       //texture->backgroundnumskinframes = 0;
-       //texture->customblendfunc[0] = 0;
-       //texture->customblendfunc[1] = 0;
-       //texture->surfaceflags = 0;
-       //texture->supercontents = 0;
-       //texture->surfaceparms = 0;
-       //texture->textureflags = 0;
-
-       texture->basematerialflags = MATERIALFLAG_WALL;
-       if (texture->currentskinframe->hasalpha)
-               texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
-       texture->currentmaterialflags = texture->basematerialflags;
-       texture->offsetmapping = OFFSETMAPPING_DEFAULT;
-       texture->offsetscale = 1;
-       texture->offsetbias = 0;
-       texture->specularscalemod = 1;
-       texture->specularpowermod = 1;
-       texture->surfaceflags = 0;
-       texture->supercontents = SUPERCONTENTS_SOLID;
-       if (!(texture->basematerialflags & MATERIALFLAG_BLENDED))
-               texture->supercontents |= SUPERCONTENTS_OPAQUE;
-       texture->transparentsort = TRANSPARENTSORT_DISTANCE;
-       // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
-       // JUST GREP FOR "specularscalemod = 1".
-}
-
 void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, const char *meshname, const char *shadername)
 {
        int i;
@@ -865,14 +944,14 @@ void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, con
                                        Image_StripImageExtension(skinfileitem->replacement, stripbuf, sizeof(stripbuf));
                                        if(developer_extra.integer)
                                                Con_DPrintf("--> got %s from skin file\n", stripbuf);
-                                       Mod_LoadTextureFromQ3Shader(skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
+                                       Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
                                        break;
                                }
                        }
                        if (!skinfileitem)
                        {
                                // don't render unmentioned meshes
-                               Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+                               Mod_LoadCustomMaterial(loadmodel->mempool, skin, meshname, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadMissing());
                                if(developer_extra.integer)
                                        Con_DPrintf("--> skipping\n");
                                skin->basematerialflags = skin->currentmaterialflags = MATERIALFLAG_NOSHADOW | MATERIALFLAG_NODRAW;
@@ -884,13 +963,13 @@ void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, con
                if(developer_extra.integer)
                        Con_DPrintf("--> using default\n");
                Image_StripImageExtension(shadername, stripbuf, sizeof(stripbuf));
-               Mod_LoadTextureFromQ3Shader(skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
+               Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, skin, stripbuf, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
        }
 }
-
+extern cvar_t r_nolerp_list;
 #define BOUNDI(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%d exceeds %d - %d)", loadmodel->name, VALUE, MIN, MAX);
 #define BOUNDF(VALUE,MIN,MAX) if (VALUE < MIN || VALUE >= MAX) Host_Error("model %s has an invalid ##VALUE (%f exceeds %f - %f)", loadmodel->name, VALUE, MIN, MAX);
-void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
 {
        int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
        float scales, scalet, interval;
@@ -912,7 +991,6 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        float *vertst;
        int *vertonseam, *vertremap;
        skinfile_t *skinfiles;
-       char vabuf[1024];
 
        datapointer = (unsigned char *)buffer;
        pinmodel = (mdl_t *)datapointer;
@@ -926,17 +1004,13 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->modeldatatypestring = "MDL";
 
        loadmodel->type = mod_alias;
-       loadmodel->DrawSky = NULL;
-       loadmodel->DrawAddWaterPlanes = NULL;
-       loadmodel->Draw = R_Q1BSP_Draw;
-       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
-       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
-       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
-       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
-       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
-       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->Draw = R_Mod_Draw;
+       loadmodel->DrawDepth = R_Mod_DrawDepth;
+       loadmodel->DrawDebug = R_Mod_DrawDebug;
+       loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+       loadmodel->DrawLight = R_Mod_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
        // FIXME add TraceBrush!
@@ -944,11 +1018,12 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->AnimateVertices = Mod_MDL_AnimateVertices;
 
        loadmodel->num_surfaces = 1;
-       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+       loadmodel->submodelsurfaces_start = 0;
+       loadmodel->submodelsurfaces_end = loadmodel->num_surfaces;
        data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
-       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
-       loadmodel->sortedmodelsurfaces[0] = 0;
+       loadmodel->modelsurfaces_sorted = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->modelsurfaces_sorted[0] = 0;
 
        loadmodel->numskins = LittleLong(pinmodel->numskins);
        BOUNDI(loadmodel->numskins,0,65536);
@@ -966,7 +1041,10 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        BOUNDI((int)loadmodel->synctype,0,2);
        // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
        i = LittleLong (pinmodel->flags);
-       loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
+       loadmodel->effects = (((unsigned)i & 255) << 24) | (i & 0x00FFFF00);
+
+       if (strstr(r_nolerp_list.string, loadmodel->name))
+               loadmodel->nolerp = true;
 
        for (i = 0;i < 3;i++)
        {
@@ -1053,7 +1131,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
                for (j = 0;j < 3;j++)
                        loadmodel->surfmesh.data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]);
        // validate (note numverts is used because this is the original data)
-       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, numverts, __FILE__, __LINE__);
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, NULL, loadmodel->surfmesh.num_triangles, 0, numverts, __FILE__, __LINE__);
        // now butcher the elements according to vertonseam and tri->facesfront
        // and then compact the vertex set to remove duplicates
        for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
@@ -1102,13 +1180,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
 // load the frames
        loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
        loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
-       }
        Mod_MDL_LoadFrames (startframes, numverts, vertremap);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        Mod_Alias_MorphMesh_CompileFrames();
 
@@ -1181,8 +1253,8 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
                                        dpsnprintf (name, sizeof(name), "%s_%i_%i", loadmodel->name, i, j);
                                else
                                        dpsnprintf (name, sizeof(name), "%s_%i", loadmodel->name, i);
-                               if (!Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, false, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS))
-                                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, R_SkinFrame_LoadInternalQuake(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight));
+                               if (!Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, false, false, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL))
+                                       Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadInternalQuake(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, true, r_fullbrights.integer, (unsigned char *)datapointer, skinwidth, skinheight));
                                datapointer += skinwidth * skinheight;
                                totalskins++;
                        }
@@ -1190,8 +1262,12 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
                // check for skins that don't exist in the model, but do exist as external images
                // (this was added because yummyluv kept pestering me about support for it)
                // TODO: support shaders here?
-               while ((tempskinframe = R_SkinFrame_LoadExternal(va(vabuf, sizeof(vabuf), "%s_%i", loadmodel->name, loadmodel->numskins), (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false)))
+               for (;;)
                {
+                       dpsnprintf(name, sizeof(name), "%s_%i", loadmodel->name, loadmodel->numskins);
+                       tempskinframe = R_SkinFrame_LoadExternal(name, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, false, false);
+                       if (!tempskinframe)
+                               break;
                        // expand the arrays to make room
                        tempskinscenes = loadmodel->skinscenes;
                        loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, (loadmodel->numskins + 1) * sizeof(animscene_t));
@@ -1204,14 +1280,15 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        Mem_Free(tempaliasskins);
 
                        // store the info about the new skin
-                       Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, tempskinframe);
-                       strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name));
+                       Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures + totalskins * loadmodel->num_surfaces, name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, tempskinframe);
+                       dp_strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name));
                        loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins;
                        loadmodel->skinscenes[loadmodel->numskins].framecount = 1;
                        loadmodel->skinscenes[loadmodel->numskins].framerate = 10.0f;
                        loadmodel->skinscenes[loadmodel->numskins].loop = true;
 
                        //increase skin counts
+                       loadmodel->num_textures++;
                        loadmodel->numskins++;
                        totalskins++;
 
@@ -1232,27 +1309,19 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend)
        if(mod_alias_force_animated.string[0])
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
                loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
                loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
-
-       // because shaders can do somewhat unexpected things, check for unusual features now
-       for (i = 0;i < loadmodel->num_textures;i++)
-       {
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
-                       mod->DrawSky = R_Q1BSP_DrawSky;
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                       mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
-       }
 }
 
-void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
 {
        int i, j, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end;
        float iskinwidth, iskinheight;
@@ -1284,17 +1353,13 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->modeldatatypestring = "MD2";
 
        loadmodel->type = mod_alias;
-       loadmodel->DrawSky = NULL;
-       loadmodel->DrawAddWaterPlanes = NULL;
-       loadmodel->Draw = R_Q1BSP_Draw;
-       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
-       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
-       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
-       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
-       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
-       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->Draw = R_Mod_Draw;
+       loadmodel->DrawDepth = R_Mod_DrawDepth;
+       loadmodel->DrawDebug = R_Mod_DrawDebug;
+       loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+       loadmodel->DrawLight = R_Mod_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
        loadmodel->PointSuperContents = NULL;
@@ -1334,18 +1399,15 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
        iskinheight = 1.0f / skinheight;
 
        loadmodel->num_surfaces = 1;
-       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0));
+       loadmodel->submodelsurfaces_start = 0;
+       loadmodel->submodelsurfaces_end = loadmodel->num_surfaces;
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]));
        loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
-       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
-       loadmodel->sortedmodelsurfaces[0] = 0;
+       loadmodel->modelsurfaces_sorted = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->modelsurfaces_sorted[0] = 0;
        loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
        loadmodel->surfmesh.data_morphmd2framesize6f = (float *)data;data += loadmodel->numframes * sizeof(float[6]);
        loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       }
 
        loadmodel->synctype = ST_RAND;
 
@@ -1367,7 +1429,7 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
                loadmodel->num_texturesperskin = loadmodel->num_surfaces;
                loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
                for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
-                       Mod_LoadTextureFromQ3Shader(loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS);
+                       Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i * loadmodel->num_surfaces, inskin, true, true, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL);
        }
        else
        {
@@ -1376,7 +1438,7 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
                loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
                loadmodel->num_texturesperskin = loadmodel->num_surfaces;
                loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
-               Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures, NULL);
+               Mod_LoadCustomMaterial(loadmodel->mempool, loadmodel->data_textures, loadmodel->name, SUPERCONTENTS_SOLID, MATERIALFLAG_WALL, R_SkinFrame_LoadMissing());
        }
 
        loadmodel->skinscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numskins);
@@ -1480,7 +1542,7 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        out[k] = v[vertremap[k]];
                datapointer += numxyz * sizeof(trivertx_t);
 
-               strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
+               dp_strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
                loadmodel->animscenes[i].firstframe = i;
                loadmodel->animscenes[i].framecount = 1;
                loadmodel->animscenes[i].framerate = 10;
@@ -1489,8 +1551,6 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
 
        Mem_Free(vertremap);
 
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        Mod_Alias_MorphMesh_CompileFrames();
        if(mod_alias_force_animated.string[0])
@@ -1503,27 +1563,19 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend)
        surface->num_firstvertex = 0;
        surface->num_vertices = loadmodel->surfmesh.num_vertices;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
                loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
                loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
-
-       // because shaders can do somewhat unexpected things, check for unusual features now
-       for (i = 0;i < loadmodel->num_textures;i++)
-       {
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
-                       mod->DrawSky = R_Q1BSP_DrawSky;
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                       mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
-       }
 }
 
-void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
 {
        int i, j, k, version, meshvertices, meshtriangles;
        unsigned char *data;
@@ -1550,17 +1602,13 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->modeldatatypestring = "MD3";
 
        loadmodel->type = mod_alias;
-       loadmodel->DrawSky = NULL;
-       loadmodel->DrawAddWaterPlanes = NULL;
-       loadmodel->Draw = R_Q1BSP_Draw;
-       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
-       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
-       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
-       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
-       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
-       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->Draw = R_Mod_Draw;
+       loadmodel->DrawDepth = R_Mod_DrawDepth;
+       loadmodel->DrawDebug = R_Mod_DrawDebug;
+       loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+       loadmodel->DrawLight = R_Mod_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
        loadmodel->PointSuperContents = NULL;
@@ -1568,7 +1616,7 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->synctype = ST_RAND;
        // convert model flags to EF flags (MF_ROCKET becomes EF_ROCKET, etc)
        i = LittleLong (pinmodel->flags);
-       loadmodel->effects = ((i & 255) << 24) | (i & 0x00FFFF00);
+       loadmodel->effects = (((unsigned)i & 255) << 24) | (i & 0x00FFFF00);
 
        // set up some global info about the model
        loadmodel->numframes = LittleLong(pinmodel->num_frames);
@@ -1588,7 +1636,7 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
        for (i = 0, pinframe = (md3frameinfo_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_frameinfo));i < loadmodel->numframes;i++, pinframe++)
        {
-               strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
+               dp_strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
                loadmodel->animscenes[i].firstframe = i;
                loadmodel->animscenes[i].framecount = 1;
                loadmodel->animscenes[i].framerate = 10;
@@ -1601,7 +1649,7 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->data_tags = (aliastag_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_tagframes * loadmodel->num_tags * sizeof(aliastag_t));
        for (i = 0, pintag = (md3tag_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_tags));i < loadmodel->num_tagframes * loadmodel->num_tags;i++, pintag++)
        {
-               strlcpy(loadmodel->data_tags[i].name, pintag->name, sizeof(loadmodel->data_tags[i].name));
+               dp_strlcpy(loadmodel->data_tags[i].name, pintag->name, sizeof(loadmodel->data_tags[i].name));
                for (j = 0;j < 9;j++)
                        loadmodel->data_tags[i].matrixgl[j] = LittleFloat(pintag->rotationmatrix[j]);
                for (j = 0;j < 3;j++)
@@ -1622,28 +1670,35 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
                meshtriangles += LittleLong(pinmesh->num_triangles);
        }
 
-       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+       loadmodel->submodelsurfaces_start = 0;
+       loadmodel->submodelsurfaces_end = loadmodel->num_surfaces;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
-       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
-       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
-       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
        loadmodel->surfmesh.num_morphframes = loadmodel->numframes; // TODO: remove?
        loadmodel->num_poses = loadmodel->surfmesh.num_morphframes;
-       loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       }
-       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
-       loadmodel->surfmesh.data_morphmd3vertex = (md3vertex_t *)data;data += meshvertices * loadmodel->numframes * sizeof(md3vertex_t);
+
+       // do most allocations as one merged chunk
+       // This is only robust for C standard types!
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool,
+               meshvertices * sizeof(float[2])
+               + loadmodel->num_surfaces * sizeof(int)
+               + meshtriangles * sizeof(int[3])
+               + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0));
+       // Pointers must be taken in descending order of alignment requirement!
+       loadmodel->surfmesh.data_texcoordtexture2f        = (float *)data; data += meshvertices * sizeof(float[2]);
+       loadmodel->modelsurfaces_sorted                     = (int *)data; data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->surfmesh.data_element3i                  = (int *)data; data += meshtriangles * sizeof(int[3]);
        if (meshvertices <= 65536)
        {
-               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data; data += meshtriangles * sizeof(unsigned short[3]);
        }
+       // Struct alignment requirements could change so we can't assume them here
+       // otherwise a safe-looking commit could introduce undefined behaviour!
+       loadmodel->data_surfaces = Mem_AllocType(loadmodel->mempool, msurface_t, loadmodel->num_surfaces * sizeof(msurface_t));
+       loadmodel->data_textures = Mem_AllocType(loadmodel->mempool, texture_t, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+       loadmodel->surfmesh.data_morphmd3vertex = Mem_AllocType(loadmodel->mempool, md3vertex_t, meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
 
        meshvertices = 0;
        meshtriangles = 0;
@@ -1651,7 +1706,7 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        {
                if (memcmp(pinmesh->identifier, "IDP3", 4))
                        Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)");
-               loadmodel->sortedmodelsurfaces[i] = i;
+               loadmodel->modelsurfaces_sorted[i] = i;
                surface = loadmodel->data_surfaces + i;
                surface->texture = loadmodel->data_textures + i;
                surface->num_firsttriangle = meshtriangles;
@@ -1662,7 +1717,12 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
                meshtriangles += surface->num_triangles;
 
                for (j = 0;j < surface->num_triangles * 3;j++)
-                       loadmodel->surfmesh.data_element3i[j + surface->num_firsttriangle * 3] = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]);
+               {
+                       int e = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]);
+                       loadmodel->surfmesh.data_element3i[j + surface->num_firsttriangle * 3] = e;
+                       if (loadmodel->surfmesh.data_element3s)
+                               loadmodel->surfmesh.data_element3s[j + surface->num_firsttriangle * 3] = e;
+               }
                for (j = 0;j < surface->num_vertices;j++)
                {
                        loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 0] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]);
@@ -1684,13 +1744,8 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
 
                Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, pinmesh->name, LittleLong(pinmesh->num_shaders) >= 1 ? ((md3shader_t *)((unsigned char *) pinmesh + LittleLong(pinmesh->lump_shaders)))->name : "");
 
-               Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
+               Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
        }
-       if (loadmodel->surfmesh.data_element3s)
-               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
-                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        Mod_Alias_MorphMesh_CompileFrames();
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        Mod_FreeSkinFiles(skinfiles);
@@ -1698,27 +1753,19 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend)
        if(mod_alias_force_animated.string[0])
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
                loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
                loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
-
-       // because shaders can do somewhat unexpected things, check for unusual features now
-       for (i = 0;i < loadmodel->num_textures;i++)
-       {
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
-                       mod->DrawSky = R_Q1BSP_DrawSky;
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                       mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
-       }
 }
 
-void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 {
        zymtype1header_t *pinmodel, *pheader;
        unsigned char *pbase;
@@ -1790,17 +1837,13 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                return;
        }
 
-       loadmodel->DrawSky = NULL;
-       loadmodel->DrawAddWaterPlanes = NULL;
-       loadmodel->Draw = R_Q1BSP_Draw;
-       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
-       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
-       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
-       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
-       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
-       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->Draw = R_Mod_Draw;
+       loadmodel->DrawDepth = R_Mod_DrawDepth;
+       loadmodel->DrawDebug = R_Mod_DrawDebug;
+       loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+       loadmodel->DrawLight = R_Mod_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
        loadmodel->PointSuperContents = NULL;
@@ -1824,7 +1867,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        }
 
        // model bbox
-       // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
+       // LadyHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
        modelradius = pheader->radius;
        for (i = 0;i < 3;i++)
        {
@@ -1894,36 +1937,45 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        meshvertices = pheader->numverts;
        meshtriangles = pheader->numtris;
 
-       loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
+       loadmodel->submodelsurfaces_start = 0;
+       loadmodel->submodelsurfaces_end = loadmodel->num_surfaces;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]));
-       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
-       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
-       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
-       loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       }
-       loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
-       loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
-       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
-       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
        loadmodel->surfmesh.num_blends = 0;
-       loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+       loadmodel->surfmesh.data_blendweights = NULL;
+
+       // do most allocations as one merged chunk
+       // This is only robust for C standard types!
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool,
+               loadmodel->num_surfaces * sizeof(int)
+               + meshtriangles * sizeof(int[3])
+               + (meshvertices <= 65536 ? loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]) : 0)
+               + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4]))
+               + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7])
+               + loadmodel->num_bones * sizeof(float[12]));
+       // Pointers must be taken in descending order of alignment requirement!
+       loadmodel->surfmesh.data_vertex3f          = (float *)data; data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f         = (float *)data; data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f         = (float *)data; data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f          = (float *)data; data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data; data += meshvertices * sizeof(float[2]);
+       loadmodel->data_baseboneposeinverse        = (float *)data; data += loadmodel->num_bones * sizeof(float[12]);
+       loadmodel->modelsurfaces_sorted              = (int *)data; data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->surfmesh.data_element3i           = (int *)data; data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.blends        = (unsigned short *)data; data += meshvertices * sizeof(unsigned short);
        if (loadmodel->surfmesh.num_vertices <= 65536)
        {
                loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
        }
-       loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
-       loadmodel->surfmesh.data_blendweights = NULL;
+       loadmodel->data_poses7s                            = (short *)data; data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
+       loadmodel->surfmesh.data_skeletalindex4ub  = (unsigned char *)data; data += meshvertices * sizeof(unsigned char[4]);
+       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data; data += meshvertices * sizeof(unsigned char[4]);
+       // Struct alignment requirements could change so we can't assume them here
+       // otherwise a safe-looking commit could introduce undefined behaviour!
+       loadmodel->data_surfaces = Mem_AllocType(loadmodel->mempool, msurface_t, loadmodel->num_surfaces * sizeof(msurface_t));
+       loadmodel->data_textures = Mem_AllocType(loadmodel->mempool, texture_t, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
 
        //zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
        poses = (float *) (pheader->lump_poses.start + pbase);
@@ -2046,7 +2098,7 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                if (renderlist + count * 3 > renderlistend || (i == pheader->numshaders - 1 && renderlist + count * 3 != renderlistend))
                        Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name);
 
-               loadmodel->sortedmodelsurfaces[i] = i;
+               loadmodel->modelsurfaces_sorted[i] = i;
                surface = loadmodel->data_surfaces + i;
                surface->texture = loadmodel->data_textures + i;
                surface->num_firsttriangle = meshtriangles;
@@ -2088,37 +2140,27 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        if (loadmodel->surfmesh.data_element3s)
                for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
                        loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
-       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
        Mod_BuildBaseBonePoses();
        Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
        Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        if(mod_alias_force_animated.string[0])
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
                loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
                loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
-
-       // because shaders can do somewhat unexpected things, check for unusual features now
-       for (i = 0;i < loadmodel->num_textures;i++)
-       {
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
-                       mod->DrawSky = R_Q1BSP_DrawSky;
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                       mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
-       }
 }
 
-void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 {
        dpmheader_t *pheader;
        dpmframe_t *frames;
@@ -2174,24 +2216,20 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                return;
        }
 
-       loadmodel->DrawSky = NULL;
-       loadmodel->DrawAddWaterPlanes = NULL;
-       loadmodel->Draw = R_Q1BSP_Draw;
-       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
-       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
-       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
-       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
-       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
-       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->Draw = R_Mod_Draw;
+       loadmodel->DrawDepth = R_Mod_DrawDepth;
+       loadmodel->DrawDebug = R_Mod_DrawDebug;
+       loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+       loadmodel->DrawLight = R_Mod_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
        loadmodel->PointSuperContents = NULL;
        loadmodel->AnimateVertices = Mod_Skeletal_AnimateVertices;
 
        // model bbox
-       // LordHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
+       // LadyHavoc: actually we blow this away later with Mod_Alias_CalculateBoundingBox()
        for (i = 0;i < 3;i++)
        {
                loadmodel->normalmins[i] = pheader->mins[i];
@@ -2225,40 +2263,48 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->numframes = pheader->num_frames;
        loadmodel->num_bones = pheader->num_bones;
        loadmodel->num_poses = loadmodel->numframes;
-       loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
+       loadmodel->submodelsurfaces_start = 0;
+       loadmodel->submodelsurfaces_end = loadmodel->num_surfaces = pheader->num_meshs;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-       // do most allocations as one merged chunk
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4])) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
-       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
-       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
-       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
-       loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       }
-       loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
-       loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
-       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
-       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
-       loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
-       loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
-       loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
        loadmodel->surfmesh.num_blends = 0;
-       loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+
+       // do most allocations as one merged chunk
+       // This is only robust for C standard types!
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool,
+               loadmodel->num_surfaces * sizeof(int)
+               + meshtriangles * sizeof(int[3])
+               + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0)
+               + meshvertices * (sizeof(float[14]) + sizeof(unsigned short) + sizeof(unsigned char[2][4]))
+               + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7])
+               + loadmodel->num_bones * sizeof(float[12]));
+       // Pointers must be taken in descending order of alignment requirement!
+       loadmodel->surfmesh.data_vertex3f                  = (float *)data; data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f                 = (float *)data; data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f                 = (float *)data; data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f                  = (float *)data; data += meshvertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f         = (float *)data; data += meshvertices * sizeof(float[2]);
+       loadmodel->data_baseboneposeinverse                = (float *)data; data += loadmodel->num_bones * sizeof(float[12]);
+       loadmodel->modelsurfaces_sorted                      = (int *)data; data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->surfmesh.data_element3i                   = (int *)data; data += meshtriangles * sizeof(int[3]);
+       loadmodel->surfmesh.blends                = (unsigned short *)data; data += meshvertices * sizeof(unsigned short);
        if (meshvertices <= 65536)
        {
-               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data; data += meshtriangles * sizeof(unsigned short[3]);
        }
-       loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
-       loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t));
+       loadmodel->data_poses7s                            = (short *)data; data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
+       loadmodel->surfmesh.data_skeletalindex4ub  = (unsigned char *)data; data += meshvertices * sizeof(unsigned char[4]);
+       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data; data += meshvertices * sizeof(unsigned char[4]);
+       // Struct alignment requirements could change so we can't assume them here
+       // otherwise a safe-looking commit could introduce undefined behaviour!
+       loadmodel->data_surfaces = Mem_AllocType(loadmodel->mempool, msurface_t, loadmodel->num_surfaces * sizeof(msurface_t));
+       loadmodel->data_textures = Mem_AllocType(loadmodel->mempool, texture_t, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+       loadmodel->skinscenes = Mem_AllocType(loadmodel->mempool, animscene_t, loadmodel->numskins * sizeof(animscene_t));
+       loadmodel->data_bones = Mem_AllocType(loadmodel->mempool, aliasbone_t, loadmodel->num_bones * sizeof(aliasbone_t));
+       loadmodel->animscenes = Mem_AllocType(loadmodel->mempool, animscene_t, loadmodel->numframes * sizeof(animscene_t));
+       loadmodel->surfmesh.data_blendweights = Mem_AllocType(loadmodel->mempool, blendweights_t, meshvertices * sizeof(blendweights_t));
 
        for (i = 0;i < loadmodel->numskins;i++)
        {
@@ -2354,11 +2400,12 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        for (i = 0;i < loadmodel->num_surfaces;i++, dpmmesh++)
        {
                const int *inelements;
-               int *outelements;
+               int *outelement3i;
+               unsigned short *outelement3s;
                const float *intexcoord;
                msurface_t *surface;
 
-               loadmodel->sortedmodelsurfaces[i] = i;
+               loadmodel->modelsurfaces_sorted[i] = i;
                surface = loadmodel->data_surfaces + i;
                surface->texture = loadmodel->data_textures + i;
                surface->num_firsttriangle = meshtriangles;
@@ -2369,15 +2416,20 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                meshtriangles += surface->num_triangles;
 
                inelements = (int *) (pbase + BigLong(dpmmesh->ofs_indices));
-               outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+               outelement3i = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+               outelement3s = loadmodel->surfmesh.data_element3s ? loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3 : NULL;
                for (j = 0;j < surface->num_triangles;j++)
                {
                        // swap element order to flip triangles, because Quake uses clockwise (rare) and dpm uses counterclockwise (standard)
-                       outelements[0] = surface->num_firstvertex + BigLong(inelements[2]);
-                       outelements[1] = surface->num_firstvertex + BigLong(inelements[1]);
-                       outelements[2] = surface->num_firstvertex + BigLong(inelements[0]);
-                       inelements += 3;
-                       outelements += 3;
+                       outelement3i[j * 3 + 0] = surface->num_firstvertex + BigLong(inelements[j * 3 + 2]);
+                       outelement3i[j * 3 + 1] = surface->num_firstvertex + BigLong(inelements[j * 3 + 1]);
+                       outelement3i[j * 3 + 2] = surface->num_firstvertex + BigLong(inelements[j * 3 + 0]);
+                       if (outelement3s)
+                       {
+                               outelement3s[j * 3 + 0] = outelement3i[j * 3 + 0];
+                               outelement3s[j * 3 + 1] = outelement3i[j * 3 + 1];
+                               outelement3s[j * 3 + 2] = outelement3i[j * 3 + 2];
+                       }
                }
 
                intexcoord = (float *) (pbase + BigLong(dpmmesh->ofs_texcoords));
@@ -2456,49 +2508,36 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                // since dpm models do not have named sections, reuse their shader name as the section name
                Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + i, skinfiles, dpmmesh->shadername, dpmmesh->shadername);
 
-               Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
+               Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, loadmodel->surfmesh.data_element3s + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
        }
        if (loadmodel->surfmesh.num_blends < meshvertices)
-               loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
+               loadmodel->surfmesh.data_blendweights = Mem_ReallocType(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, blendweights_t, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
        Z_Free(bonepose);
        Mod_FreeSkinFiles(skinfiles);
        Mod_MakeSortedSurfaces(loadmodel);
 
        // compute all the mesh information that was not loaded from the file
-       if (loadmodel->surfmesh.data_element3s)
-               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
-                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
        Mod_BuildBaseBonePoses();
        Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        if(mod_alias_force_animated.string[0])
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
                loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
                loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
-
-       // because shaders can do somewhat unexpected things, check for unusual features now
-       for (i = 0;i < loadmodel->num_textures;i++)
-       {
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
-                       mod->DrawSky = R_Q1BSP_DrawSky;
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                       mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
-       }
 }
 
 // no idea why PSK/PSA files contain weird quaternions but they do...
 #define PSKQUATNEGATIONS
-void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 {
        int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles;
        int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys;
@@ -2517,7 +2556,6 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        pskchunk_t *pchunk;
        skinfile_t *skinfiles;
        char animname[MAX_QPATH];
-       size_t size;
        float biggestorigin;
 
        pchunk = (pskchunk_t *)buffer;
@@ -2527,17 +2565,13 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->modeldatatypestring = "PSK";
 
        loadmodel->type = mod_alias;
-       loadmodel->DrawSky = NULL;
-       loadmodel->DrawAddWaterPlanes = NULL;
-       loadmodel->Draw = R_Q1BSP_Draw;
-       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
-       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
-       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
-       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
-       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
-       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->Draw = R_Mod_Draw;
+       loadmodel->DrawDepth = R_Mod_DrawDepth;
+       loadmodel->DrawDebug = R_Mod_DrawDebug;
+       loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+       loadmodel->DrawLight = R_Mod_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
        loadmodel->PointSuperContents = NULL;
@@ -2545,7 +2579,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->synctype = ST_RAND;
 
        FS_StripExtension(loadmodel->name, animname, sizeof(animname));
-       strlcat(animname, ".psa", sizeof(animname));
+       dp_strlcat(animname, ".psa", sizeof(animname));
        animbuffer = animfilebuffer = FS_LoadFile(animname, loadmodel->mempool, false, &filesize);
        animbufferend = (void *)((unsigned char*)animbuffer + (int)filesize);
        if (!animbuffer)
@@ -2890,41 +2924,55 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                loadmodel->numskins = 1;
        loadmodel->num_bones = numbones;
        loadmodel->num_poses = loadmodel->numframes;
-       loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
+       loadmodel->submodelsurfaces_start = 0;
+       loadmodel->submodelsurfaces_end = loadmodel->num_surfaces = nummatts;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
        loadmodel->surfmesh.num_vertices = meshvertices;
        loadmodel->surfmesh.num_triangles = meshtriangles;
+
        // do most allocations as one merged chunk
-       size = loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + (r_enableshadowvolumes.integer ? loadmodel->surfmesh.num_triangles * sizeof(int[3]) : 0)  + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[3]) + loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]) + loadmodel->surfmesh.num_vertices * sizeof(unsigned short) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t) + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0);
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, size);
-       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
-       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
-       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
-       loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
-       }
-       loadmodel->surfmesh.data_vertex3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_svector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_tvector3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_normal3f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
-       loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
-       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
-       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
-       loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
-       loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
-       loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+       // This is only robust for C standard types!
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool,
+               loadmodel->surfmesh.num_vertices * sizeof(float[3])
+               + loadmodel->surfmesh.num_vertices * sizeof(float[3])
+               + loadmodel->surfmesh.num_vertices * sizeof(float[3])
+               + loadmodel->surfmesh.num_vertices * sizeof(float[3])
+               + loadmodel->surfmesh.num_vertices * sizeof(float[2])
+               + loadmodel->num_bones * sizeof(float[12])
+               + loadmodel->num_surfaces * sizeof(int)
+               + loadmodel->surfmesh.num_triangles * sizeof(int[3])
+               + loadmodel->surfmesh.num_vertices * sizeof(unsigned short)
+               + ((loadmodel->surfmesh.num_vertices <= 65536) ? (loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3])) : 0)
+               + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7])
+               + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4])
+               + loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
+       // Pointers must be taken in descending order of alignment requirement!
+       loadmodel->surfmesh.data_vertex3f          = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f         = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f         = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f          = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+       loadmodel->data_baseboneposeinverse        = (float *)data; data += loadmodel->num_bones * sizeof(float[12]);
+       loadmodel->modelsurfaces_sorted              = (int *)data; data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->surfmesh.data_element3i           = (int *)data; data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
        loadmodel->surfmesh.num_blends = 0;
-       loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
+       loadmodel->surfmesh.blends        = (unsigned short *)data; data += loadmodel->surfmesh.num_vertices * sizeof(unsigned short);
        if (loadmodel->surfmesh.num_vertices <= 65536)
        {
                loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
        }
-       loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
-       loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(blendweights_t));
+       loadmodel->data_poses7s                            = (short *)data; data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
+       loadmodel->surfmesh.data_skeletalindex4ub  = (unsigned char *)data; data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+       loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data; data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+       // Struct alignment requirements could change so we can't assume them here
+       // otherwise a safe-looking commit could introduce undefined behaviour!
+       loadmodel->data_surfaces = Mem_AllocType(loadmodel->mempool, msurface_t, loadmodel->num_surfaces * sizeof(msurface_t));
+       loadmodel->data_textures = Mem_AllocType(loadmodel->mempool, texture_t, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+       loadmodel->skinscenes = Mem_AllocType(loadmodel->mempool, animscene_t, loadmodel->numskins * sizeof(animscene_t));
+       loadmodel->data_bones = Mem_AllocType(loadmodel->mempool, aliasbone_t, loadmodel->num_bones * sizeof(aliasbone_t));
+       loadmodel->animscenes = Mem_AllocType(loadmodel->mempool, animscene_t, loadmodel->numframes * sizeof(animscene_t));
+       loadmodel->surfmesh.data_blendweights = Mem_AllocType(loadmodel->mempool, blendweights_t, loadmodel->surfmesh.num_vertices * sizeof(blendweights_t));
 
        for (i = 0;i < loadmodel->numskins;i++)
        {
@@ -2939,7 +2987,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        {
                // since psk models do not have named sections, reuse their shader name as the section name
                Mod_BuildAliasSkinsFromSkinFiles(loadmodel->data_textures + index, skinfiles, matts[index].name, matts[index].name);
-               loadmodel->sortedmodelsurfaces[index] = index;
+               loadmodel->modelsurfaces_sorted[index] = index;
                loadmodel->data_surfaces[index].texture = loadmodel->data_textures + index;
                loadmodel->data_surfaces[index].num_firstvertex = 0;
                loadmodel->data_surfaces[index].num_vertices = loadmodel->surfmesh.num_vertices;
@@ -2975,7 +3023,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        // copy over the bones
        for (index = 0;index < numbones;index++)
        {
-               strlcpy(loadmodel->data_bones[index].name, bones[index].name, sizeof(loadmodel->data_bones[index].name));
+               dp_strlcpy(loadmodel->data_bones[index].name, bones[index].name, sizeof(loadmodel->data_bones[index].name));
                loadmodel->data_bones[index].parent = (index || bones[index].parent > 0) ? bones[index].parent : -1;
                if (loadmodel->data_bones[index].parent >= index)
                        Host_Error("%s bone[%i].parent >= %i", loadmodel->name, index, index);
@@ -3048,7 +3096,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                loadmodel->surfmesh.data_skeletalweight4ub[index*4+3] = (unsigned char)(weightinfluence[3]*255.0f);
        }
        if (loadmodel->surfmesh.num_blends < loadmodel->surfmesh.num_vertices)
-               loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Realloc(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
+               loadmodel->surfmesh.data_blendweights = Mem_ReallocType(loadmodel->mempool, loadmodel->surfmesh.data_blendweights, blendweights_t, loadmodel->surfmesh.num_blends * sizeof(blendweights_t));
 
        // set up the animscenes based on the anims
        if (numanims)
@@ -3074,6 +3122,8 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        biggestorigin = max(biggestorigin, fabs(k->origin[2]));
                }
                loadmodel->num_posescale = biggestorigin / 32767.0f;
+               if (loadmodel->num_posescale == 0) // don't divide by zero
+                       loadmodel->num_posescale = 1.0;
                loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
        
                // load the poses from the animkeys
@@ -3097,7 +3147,7 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        }
        else
        {
-               strlcpy(loadmodel->animscenes[0].name, "base", sizeof(loadmodel->animscenes[0].name));
+               dp_strlcpy(loadmodel->animscenes[0].name, "base", sizeof(loadmodel->animscenes[0].name));
                loadmodel->animscenes[0].firstframe = 0;
                loadmodel->animscenes[0].framecount = 1;
                loadmodel->animscenes[0].loop = true;
@@ -3113,6 +3163,8 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                        biggestorigin = max(biggestorigin, fabs(p->basepose.origin[2]));
                }
                loadmodel->num_posescale = biggestorigin / 32767.0f;
+               if (loadmodel->num_posescale == 0) // don't divide by zero
+                       loadmodel->num_posescale = 1.0;
                loadmodel->num_poseinvscale = 1.0f / loadmodel->num_posescale;
        
                // load the basepose as a frame
@@ -3145,48 +3197,36 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        if (loadmodel->surfmesh.data_element3s)
                for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
                        loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
-       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
        Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
        Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
-       if (loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        loadmodel->surfmesh.isanimated = Mod_Alias_CalculateBoundingBox();
        if(mod_alias_force_animated.string[0])
                loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0;
 
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
        if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
                loadmodel->TracePoint = Mod_CollisionBIH_TracePoint_Mesh;
                loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
-
-       // because shaders can do somewhat unexpected things, check for unusual features now
-       for (i = 0;i < loadmodel->num_textures;i++)
-       {
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
-                       mod->DrawSky = R_Q1BSP_DrawSky;
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                       mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
-       }
 }
 
-void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
+void Mod_INTERQUAKEMODEL_Load(model_t *mod, void *buffer, void *bufferend)
 {
        unsigned char *data;
        const char *text;
        const unsigned char *pbase, *pend;
        iqmheader_t header;
        skinfile_t *skinfiles;
-       int i, j, k, meshvertices, meshtriangles;
+       int i, j, k;
        float biggestorigin;
        const unsigned int *inelements;
        int *outelements;
-       const int *inneighbors;
-       int *outneighbors;
        float *outvertex, *outnormal, *outtexcoord, *outsvector, *outtvector, *outcolor;
        // this pointers into the file data are read only through Little* functions so they can be unaligned memory
        const float *vnormal = NULL;
@@ -3215,7 +3255,7 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                Host_Error ("Mod_INTERQUAKEMODEL_Load: %s is not an Inter-Quake Model %d", loadmodel->name, (int)(pend - pbase));
 
        // copy struct (otherwise it may be misaligned)
-       // LordHavoc: okay it's definitely not misaligned here, but for consistency...
+       // LadyHavoc: okay it's definitely not misaligned here, but for consistency...
        memcpy(&header, pbase, sizeof(iqmheader_t));
 
        if (memcmp(header.id, "INTERQUAKEMODEL", 16))
@@ -3289,7 +3329,8 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                return;
        }
 
-       // copy structs to make them aligned in memory (otherwise we crash on Sparc and PowerPC and others)
+       // Structs will be copied for alignment in memory, otherwise we crash on Sparc, PowerPC and others
+       // and get big spam from UBSan, because these offsets may not be aligned.
        if (header.num_vertexarrays)
                vas = (iqmvertexarray_t *)(pbase + header.ofs_vertexarrays);
        if (header.num_anims)
@@ -3303,11 +3344,13 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        {
                iqmvertexarray_t va;
                size_t vsize;
-               va.type = LittleLong(vas[i].type);
-               va.flags = LittleLong(vas[i].flags);
-               va.format = LittleLong(vas[i].format);
-               va.size = LittleLong(vas[i].size);
-               va.offset = LittleLong(vas[i].offset);
+
+               memcpy(&va, &vas[i], sizeof(iqmvertexarray_t));
+               va.type = LittleLong(va.type);
+               va.flags = LittleLong(va.flags);
+               va.format = LittleLong(va.format);
+               va.size = LittleLong(va.size);
+               va.offset = LittleLong(va.offset);
                vsize = header.num_vertexes*va.size;
                switch (va.format)
                { 
@@ -3360,17 +3403,13 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
 
        text = header.num_text && header.ofs_text ? (const char *)(pbase + header.ofs_text) : "";
 
-       loadmodel->DrawSky = NULL;
-       loadmodel->DrawAddWaterPlanes = NULL;
-       loadmodel->Draw = R_Q1BSP_Draw;
-       loadmodel->DrawDepth = R_Q1BSP_DrawDepth;
-       loadmodel->DrawDebug = R_Q1BSP_DrawDebug;
-       loadmodel->DrawPrepass = R_Q1BSP_DrawPrepass;
-       loadmodel->CompileShadowMap = R_Q1BSP_CompileShadowMap;
-       loadmodel->DrawShadowMap = R_Q1BSP_DrawShadowMap;
-       loadmodel->CompileShadowVolume = R_Q1BSP_CompileShadowVolume;
-       loadmodel->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
-       loadmodel->DrawLight = R_Q1BSP_DrawLight;
+       loadmodel->Draw = R_Mod_Draw;
+       loadmodel->DrawDepth = R_Mod_DrawDepth;
+       loadmodel->DrawDebug = R_Mod_DrawDebug;
+       loadmodel->DrawPrepass = R_Mod_DrawPrepass;
+       loadmodel->CompileShadowMap = R_Mod_CompileShadowMap;
+       loadmodel->DrawShadowMap = R_Mod_DrawShadowMap;
+       loadmodel->DrawLight = R_Mod_DrawLight;
        loadmodel->TraceBox = Mod_MDLMD2MD3_TraceBox;
        loadmodel->TraceLine = Mod_MDLMD2MD3_TraceLine;
        loadmodel->PointSuperContents = NULL;
@@ -3384,55 +3423,57 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        loadmodel->numframes = max(header.num_anims, 1);
        loadmodel->num_bones = header.num_joints;
        loadmodel->num_poses = max(header.num_frames, 1);
-       loadmodel->nummodelsurfaces = loadmodel->num_surfaces = header.num_meshes;
+       loadmodel->submodelsurfaces_start = 0;
+       loadmodel->submodelsurfaces_end = loadmodel->num_surfaces = header.num_meshes;
        loadmodel->num_textures = loadmodel->num_surfaces * loadmodel->numskins;
        loadmodel->num_texturesperskin = loadmodel->num_surfaces;
-
-       meshvertices = header.num_vertexes;
-       meshtriangles = header.num_triangles;
+       loadmodel->surfmesh.num_vertices = header.num_vertexes;
+       loadmodel->surfmesh.num_triangles = header.num_triangles;
 
        // do most allocations as one merged chunk
-       data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + (meshvertices <= 65536 ? meshtriangles * sizeof(unsigned short[3]) : 0) + (r_enableshadowvolumes.integer ? meshtriangles * sizeof(int[3]) : 0) + meshvertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0)) + (vblendindexes && vblendweights ? meshvertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0) + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]) + loadmodel->num_bones * sizeof(float[12]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
-       loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
-       loadmodel->sortedmodelsurfaces = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
-       loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
-       loadmodel->surfmesh.num_vertices = meshvertices;
-       loadmodel->surfmesh.num_triangles = meshtriangles;
-       loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       if (r_enableshadowvolumes.integer)
-       {
-               loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
-       }
-       loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
-       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+       // This is only robust for C standard types!
+       data = (unsigned char *)Mem_Alloc(loadmodel->mempool,
+               loadmodel->surfmesh.num_vertices * (sizeof(float[14]) + (vcolor4f || vcolor4ub ? sizeof(float[4]) : 0))
+               + loadmodel->num_bones * sizeof(float[12])
+               + loadmodel->num_surfaces * sizeof(int)
+               + loadmodel->surfmesh.num_triangles * sizeof(int[3])
+               + (loadmodel->surfmesh.num_vertices <= 65536 ? loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]) : 0)
+               + loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7])
+               + (vblendindexes && vblendweights ? loadmodel->surfmesh.num_vertices * (sizeof(unsigned short) + sizeof(unsigned char[2][4])) : 0));
+       // Pointers must be taken in descending order of alignment requirement!
+       loadmodel->surfmesh.data_vertex3f          = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_svector3f         = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_tvector3f         = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_normal3f          = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
+       loadmodel->surfmesh.data_texcoordtexture2f = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
        if (vcolor4f || vcolor4ub)
        {
-               loadmodel->surfmesh.data_lightmapcolor4f = (float *)data;data += meshvertices * sizeof(float[4]);
+               loadmodel->surfmesh.data_lightmapcolor4f = (float *)data; data += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
        }
-       if (vblendindexes && vblendweights)
+       loadmodel->data_baseboneposeinverse = (float *)data; data += loadmodel->num_bones * sizeof(float[12]);
+       loadmodel->modelsurfaces_sorted       = (int *)data; data += loadmodel->num_surfaces * sizeof(int);
+       loadmodel->surfmesh.data_element3i    = (int *)data; data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
+       loadmodel->data_poses7s             = (short *)data; data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
+       if (loadmodel->surfmesh.num_vertices <= 65536)
        {
-               loadmodel->surfmesh.data_skeletalindex4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
-               loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data;data += meshvertices * sizeof(unsigned char[4]);
+               loadmodel->surfmesh.data_element3s = (unsigned short *)data; data += loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]);
        }
-       loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_bones * sizeof(float[12]);
-       loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
-       loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
-       loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
        if (vblendindexes && vblendweights)
        {
                loadmodel->surfmesh.num_blends = 0;
-               loadmodel->surfmesh.blends = (unsigned short *)data;data += meshvertices * sizeof(unsigned short);
-       }
-       if (meshvertices <= 65536)
-       {
-               loadmodel->surfmesh.data_element3s = (unsigned short *)data;data += meshtriangles * sizeof(unsigned short[3]);
-       }
-       loadmodel->data_poses7s = (short *)data;data += loadmodel->num_poses * loadmodel->num_bones * sizeof(short[7]);
+               loadmodel->surfmesh.blends                = (unsigned short *)data; data += loadmodel->surfmesh.num_vertices * sizeof(unsigned short);
+               loadmodel->surfmesh.data_skeletalindex4ub  = (unsigned char *)data; data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+               loadmodel->surfmesh.data_skeletalweight4ub = (unsigned char *)data; data += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
+       }
+       // Struct alignment requirements could change so we can't assume them here
+       // otherwise a safe-looking commit could introduce undefined behaviour!
+       loadmodel->data_surfaces = Mem_AllocType(loadmodel->mempool, msurface_t, loadmodel->num_surfaces * sizeof(msurface_t));
+       loadmodel->data_textures = Mem_AllocType(loadmodel->mempool, texture_t, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
+       loadmodel->skinscenes = Mem_AllocType(loadmodel->mempool, animscene_t, loadmodel->numskins * sizeof(animscene_t));
+       loadmodel->data_bones = Mem_AllocType(loadmodel->mempool, aliasbone_t, loadmodel->num_bones * sizeof(aliasbone_t));
+       loadmodel->animscenes = Mem_AllocType(loadmodel->mempool, animscene_t, loadmodel->numframes * sizeof(animscene_t));
        if (vblendindexes && vblendweights)
-               loadmodel->surfmesh.data_blendweights = (blendweights_t *)Mem_Alloc(loadmodel->mempool, meshvertices * sizeof(blendweights_t));
+               loadmodel->surfmesh.data_blendweights = Mem_AllocType(loadmodel->mempool, blendweights_t, loadmodel->surfmesh.num_vertices * sizeof(blendweights_t));
 
        for (i = 0;i < loadmodel->numskins;i++)
        {
@@ -3445,21 +3486,25 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        // load the bone info
        if (header.version == 1)
        {
-               iqmjoint1_t *injoint1 = (iqmjoint1_t *)(pbase + header.ofs_joints);
+               iqmjoint1_t *injoints1 = (iqmjoint1_t *)(pbase + header.ofs_joints);
+
                if (loadmodel->num_bones)
                        joint1 = (iqmjoint1_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(iqmjoint1_t));
                for (i = 0;i < loadmodel->num_bones;i++)
                {
                        matrix4x4_t relbase, relinvbase, pinvbase, invbase;
-                       joint1[i].name = LittleLong(injoint1[i].name);
-                       joint1[i].parent = LittleLong(injoint1[i].parent);
+                       iqmjoint1_t injoint1;
+
+                       memcpy(&injoint1, &injoints1[i], sizeof(iqmjoint1_t));
+                       joint1[i].name = LittleLong(injoint1.name);
+                       joint1[i].parent = LittleLong(injoint1.parent);
                        for (j = 0;j < 3;j++)
                        {
-                               joint1[i].origin[j] = LittleFloat(injoint1[i].origin[j]);
-                               joint1[i].rotation[j] = LittleFloat(injoint1[i].rotation[j]);
-                               joint1[i].scale[j] = LittleFloat(injoint1[i].scale[j]);
+                               joint1[i].origin[j] = LittleFloat(injoint1.origin[j]);
+                               joint1[i].rotation[j] = LittleFloat(injoint1.rotation[j]);
+                               joint1[i].scale[j] = LittleFloat(injoint1.scale[j]);
                        }
-                       strlcpy(loadmodel->data_bones[i].name, &text[joint1[i].name], sizeof(loadmodel->data_bones[i].name));
+                       dp_strlcpy(loadmodel->data_bones[i].name, &text[joint1[i].name], sizeof(loadmodel->data_bones[i].name));
                        loadmodel->data_bones[i].parent = joint1[i].parent;
                        if (loadmodel->data_bones[i].parent >= i)
                                Host_Error("%s bone[%i].parent >= %i", loadmodel->name, i, i);
@@ -3476,22 +3521,26 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        }
        else
        {
-               iqmjoint_t *injoint = (iqmjoint_t *)(pbase + header.ofs_joints);
+               iqmjoint_t *injoints = (iqmjoint_t *)(pbase + header.ofs_joints);
+
                if (header.num_joints)
                        joint = (iqmjoint_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_bones * sizeof(iqmjoint_t));
                for (i = 0;i < loadmodel->num_bones;i++)
                {
                        matrix4x4_t relbase, relinvbase, pinvbase, invbase;
-                       joint[i].name = LittleLong(injoint[i].name);
-                       joint[i].parent = LittleLong(injoint[i].parent);
+                       iqmjoint_t injoint;
+
+                       memcpy(&injoint, &injoints[i], sizeof(iqmjoint_t));
+                       joint[i].name = LittleLong(injoint.name);
+                       joint[i].parent = LittleLong(injoint.parent);
                        for (j = 0;j < 3;j++)
                        {
-                               joint[i].origin[j] = LittleFloat(injoint[i].origin[j]);
-                               joint[i].rotation[j] = LittleFloat(injoint[i].rotation[j]);
-                               joint[i].scale[j] = LittleFloat(injoint[i].scale[j]);
+                               joint[i].origin[j] = LittleFloat(injoint.origin[j]);
+                               joint[i].rotation[j] = LittleFloat(injoint.rotation[j]);
+                               joint[i].scale[j] = LittleFloat(injoint.scale[j]);
                        }
-                       joint[i].rotation[3] = LittleFloat(injoint[i].rotation[3]);
-                       strlcpy(loadmodel->data_bones[i].name, &text[joint[i].name], sizeof(loadmodel->data_bones[i].name));
+                       joint[i].rotation[3] = LittleFloat(injoint.rotation[3]);
+                       dp_strlcpy(loadmodel->data_bones[i].name, &text[joint[i].name], sizeof(loadmodel->data_bones[i].name));
                        loadmodel->data_bones[i].parent = joint[i].parent;
                        if (loadmodel->data_bones[i].parent >= i)
                                Host_Error("%s bone[%i].parent >= %i", loadmodel->name, i, i);
@@ -3514,12 +3563,14 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        for (i = 0;i < (int)header.num_anims;i++)
        {
                iqmanim_t anim;
-               anim.name = LittleLong(anims[i].name);
-               anim.first_frame = LittleLong(anims[i].first_frame);
-               anim.num_frames = LittleLong(anims[i].num_frames);
-               anim.framerate = LittleFloat(anims[i].framerate);
-               anim.flags = LittleLong(anims[i].flags);
-               strlcpy(loadmodel->animscenes[i].name, &text[anim.name], sizeof(loadmodel->animscenes[i].name));
+
+               memcpy(&anim, &anims[i], sizeof(iqmanim_t));
+               anim.name = LittleLong(anim.name);
+               anim.first_frame = LittleLong(anim.first_frame);
+               anim.num_frames = LittleLong(anim.num_frames);
+               anim.framerate = LittleFloat(anim.framerate);
+               anim.flags = LittleLong(anim.flags);
+               dp_strlcpy(loadmodel->animscenes[i].name, &text[anim.name], sizeof(loadmodel->animscenes[i].name));
                loadmodel->animscenes[i].firstframe = anim.first_frame;
                loadmodel->animscenes[i].framecount = anim.num_frames;
                loadmodel->animscenes[i].loop = ((anim.flags & IQM_LOOP) != 0);
@@ -3527,7 +3578,7 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        }
        if (header.num_anims <= 0)
        {
-               strlcpy(loadmodel->animscenes[0].name, "static", sizeof(loadmodel->animscenes[0].name));
+               dp_strlcpy(loadmodel->animscenes[0].name, "static", sizeof(loadmodel->animscenes[0].name));
                loadmodel->animscenes[0].firstframe = 0;
                loadmodel->animscenes[0].framecount = 1;
                loadmodel->animscenes[0].loop = true;
@@ -3541,18 +3592,22 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        biggestorigin = 0;
        if (header.version == 1)
        {
-               iqmpose1_t *inpose1 = (iqmpose1_t *)(pbase + header.ofs_poses);
+               iqmpose1_t *inposes1 = (iqmpose1_t *)(pbase + header.ofs_poses);
+
                if (header.num_poses)
                        pose1 = (iqmpose1_t *)Mem_Alloc(loadmodel->mempool, header.num_poses * sizeof(iqmpose1_t));
                for (i = 0;i < (int)header.num_poses;i++)
                {
                        float f;
-                       pose1[i].parent = LittleLong(inpose1[i].parent);
-                       pose1[i].channelmask = LittleLong(inpose1[i].channelmask);
+                       iqmpose1_t inpose;
+
+                       memcpy(&inpose, &inposes1[i], sizeof(iqmpose1_t));
+                       pose1[i].parent = LittleLong(inpose.parent);
+                       pose1[i].channelmask = LittleLong(inpose.channelmask);
                        for (j = 0;j < 9;j++)
                        {
-                               pose1[i].channeloffset[j] = LittleFloat(inpose1[i].channeloffset[j]);
-                               pose1[i].channelscale[j] = LittleFloat(inpose1[i].channelscale[j]);
+                               pose1[i].channeloffset[j] = LittleFloat(inpose.channeloffset[j]);
+                               pose1[i].channelscale[j] = LittleFloat(inpose.channelscale[j]);
                        }
                        f = fabs(pose1[i].channeloffset[0]); biggestorigin = max(biggestorigin, f);
                        f = fabs(pose1[i].channeloffset[1]); biggestorigin = max(biggestorigin, f);
@@ -3574,18 +3629,22 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        }
        else
        {
-               iqmpose_t *inpose = (iqmpose_t *)(pbase + header.ofs_poses);
+               iqmpose_t *inposes = (iqmpose_t *)(pbase + header.ofs_poses);
+
                if (header.num_poses)
                        pose = (iqmpose_t *)Mem_Alloc(loadmodel->mempool, header.num_poses * sizeof(iqmpose_t));
                for (i = 0;i < (int)header.num_poses;i++)
                {
                        float f;
-                       pose[i].parent = LittleLong(inpose[i].parent);
-                       pose[i].channelmask = LittleLong(inpose[i].channelmask);
+                       iqmpose_t inpose;
+
+                       memcpy(&inpose, &inposes[i], sizeof(iqmpose_t));
+                       pose[i].parent = LittleLong(inpose.parent);
+                       pose[i].channelmask = LittleLong(inpose.channelmask);
                        for (j = 0;j < 10;j++)
                        {
-                               pose[i].channeloffset[j] = LittleFloat(inpose[i].channeloffset[j]);
-                               pose[i].channelscale[j] = LittleFloat(inpose[i].channelscale[j]);
+                               pose[i].channeloffset[j] = LittleFloat(inpose.channeloffset[j]);
+                               pose[i].channelscale[j] = LittleFloat(inpose.channelscale[j]);
                        }
                        f = fabs(pose[i].channeloffset[0]); biggestorigin = max(biggestorigin, f);
                        f = fabs(pose[i].channeloffset[1]); biggestorigin = max(biggestorigin, f);
@@ -3756,22 +3815,10 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                outelements += 3;
                inelements += 3;
        }
-       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, header.num_vertexes, __FILE__, __LINE__);
-
-       if (header.ofs_neighbors && loadmodel->surfmesh.data_neighbor3i)
-       {
-               // this unaligned memory access is safe (LittleLong reads as bytes)
-               inneighbors = (const int *)(pbase + header.ofs_neighbors);
-               outneighbors = loadmodel->surfmesh.data_neighbor3i;
-               for (i = 0;i < (int)header.num_triangles;i++)
-               {
-                       outneighbors[0] = LittleLong(inneighbors[0]);
-                       outneighbors[1] = LittleLong(inneighbors[1]);
-                       outneighbors[2] = LittleLong(inneighbors[2]);
-                       outneighbors += 3;
-                       inneighbors += 3;
-               }
-       }
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+       Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles, 0, header.num_vertexes, __FILE__, __LINE__);
 
        // load vertex data
        // this unaligned memory access is safe (LittleFloat reads as bytes)
@@ -3886,14 +3933,15 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                iqmmesh_t mesh;
                msurface_t *surface;
 
-               mesh.name = LittleLong(meshes[i].name);
-               mesh.material = LittleLong(meshes[i].material);
-               mesh.first_vertex = LittleLong(meshes[i].first_vertex);
-               mesh.num_vertexes = LittleLong(meshes[i].num_vertexes);
-               mesh.first_triangle = LittleLong(meshes[i].first_triangle);
-               mesh.num_triangles = LittleLong(meshes[i].num_triangles);
+               memcpy(&mesh, &meshes[i], sizeof(iqmmesh_t));
+               mesh.name = LittleLong(mesh.name);
+               mesh.material = LittleLong(mesh.material);
+               mesh.first_vertex = LittleLong(mesh.first_vertex);
+               mesh.num_vertexes = LittleLong(mesh.num_vertexes);
+               mesh.first_triangle = LittleLong(mesh.first_triangle);
+               mesh.num_triangles = LittleLong(mesh.num_triangles);
 
-               loadmodel->sortedmodelsurfaces[i] = i;
+               loadmodel->modelsurfaces_sorted[i] = i;
                surface = loadmodel->data_surfaces + i;
                surface->texture = loadmodel->data_textures + i;
                surface->num_firsttriangle = mesh.first_triangle;
@@ -3908,21 +3956,17 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
        Mod_MakeSortedSurfaces(loadmodel);
 
        // compute all the mesh information that was not loaded from the file
-       if (loadmodel->surfmesh.data_element3s)
-               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
-                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
        if (!vnormal)
                Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
        if (!vnormal || !vtangent)
                Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
-       if (!header.ofs_neighbors && loadmodel->surfmesh.data_neighbor3i)
-               Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
        if (!header.ofs_bounds)
                Mod_Alias_CalculateBoundingBox();
 
-       if (!loadmodel->surfmesh.isanimated && loadmodel->surfmesh.num_triangles >= 1)
+       // Always make a BIH for the first frame, we can use it where possible.
+       Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
+       if (!loadmodel->surfmesh.isanimated)
        {
-               Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih);
                loadmodel->TraceBox = Mod_CollisionBIH_TraceBox;
                loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush;
                loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;
@@ -3930,17 +3974,8 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend)
                loadmodel->PointSuperContents = Mod_CollisionBIH_PointSuperContents_Mesh;
        }
 
-       if (joint        ) Mem_Free(joint        );joint         = NULL;
-       if (joint1       ) Mem_Free(joint1       );joint1        = NULL;
-       if (pose         ) Mem_Free(pose         );pose          = NULL;
-       if (pose1        ) Mem_Free(pose1        );pose1         = NULL;
-
-       // because shaders can do somewhat unexpected things, check for unusual features now
-       for (i = 0;i < loadmodel->num_textures;i++)
-       {
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_SKY))
-                       mod->DrawSky = R_Q1BSP_DrawSky;
-               if (loadmodel->data_textures[i].basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                       mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
-       }
+       if (joint)  { Mem_Free(joint);  joint  = NULL; }
+       if (joint1) { Mem_Free(joint1); joint1 = NULL; }
+       if (pose)   { Mem_Free(pose);   pose   = NULL; }
+       if (pose1)  { Mem_Free(pose1);  pose1  = NULL; }
 }