]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
added cast_half, cast_half2, cast_half3, cast_half4 macros to avoid
[xonotic/darkplaces.git] / model_shared.c
index 9374b6691ae4746f35353584aeb19e608a852bfb..0fc772824c4a23e4da119883ab14376c9a31c09c 100644 (file)
@@ -27,6 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "r_shadow.h"
 #include "polygon.h"
 
+cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
@@ -160,6 +161,7 @@ void Mod_Init (void)
        Mod_AliasInit();
        Mod_SpriteInit();
 
+       Cvar_RegisterVariable(&r_enableshadowvolumes);
        Cvar_RegisterVariable(&r_mipskins);
        Cvar_RegisterVariable(&r_mipnormalmaps);
        Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
@@ -196,12 +198,24 @@ void Mod_UnloadModel (dp_model_t *mod)
        strlcpy(name, mod->name, sizeof(name));
        parentmodel = mod->brush.parentmodel;
        used = mod->used;
-       if (mod->surfmesh.ebo3i)
-               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
-       if (mod->surfmesh.ebo3s)
-               R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
-       if (mod->surfmesh.vbo)
-               R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
+       if (mod->mempool)
+       {
+               if (mod->surfmesh.vertex3fbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
+               mod->surfmesh.vertex3fbuffer = NULL;
+               if (mod->surfmesh.vertexmeshbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
+               mod->surfmesh.vertexmeshbuffer = NULL;
+               if (mod->surfmesh.data_element3i_indexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
+               mod->surfmesh.data_element3i_indexbuffer = NULL;
+               if (mod->surfmesh.data_element3s_indexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
+               mod->surfmesh.data_element3s_indexbuffer = NULL;
+               if (mod->surfmesh.vbo_vertexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
+               mod->surfmesh.vbo_vertexbuffer = NULL;
+       }
        // free textures/memory attached to the model
        R_FreeTexturePool(&mod->texturepool);
        Mem_FreePool(&mod->mempool);
@@ -351,7 +365,7 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
        int num;
        unsigned int crc;
        void *buf;
-       fs_offset_t filesize;
+       fs_offset_t filesize = 0;
 
        mod->used = true;
 
@@ -689,7 +703,7 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria
        edgehashentry_t *edgehashentries, *hash;
        if (!numtriangles)
                return;
-       edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
+       edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
        // if there are too many triangles for the stack array, allocate larger buffer
        edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
        // find neighboring triangles
@@ -1175,28 +1189,51 @@ shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtria
        return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
 }
 
-static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
+static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
 {
-       if (!vid.support.arb_vertex_buffer_object)
-               return;
-       if (mesh->vbo)
+       if (!mesh->numverts)
                return;
 
-       // element buffer is easy because it's just one array
-       if (mesh->numtriangles)
+       // build r_vertexmesh_t array
+       // (compressed interleaved array for D3D)
+       if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
        {
-               if (mesh->element3s)
-                       mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
-               else
-                       mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
+               int vertexindex;
+               int numvertices = mesh->numverts;
+               r_vertexmesh_t *vertexmesh;
+               mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
+               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
+               {
+                       VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
+                       VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
+                       VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
+                       VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
+                       Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
+               }
        }
 
+       // upload r_vertexmesh_t array as a buffer
+       if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
+               mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
+
+       // upload vertex3f array as a buffer
+       if (mesh->vertex3f && !mesh->vertex3fbuffer)
+               mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
+
+       // upload short indices as a buffer
+       if (mesh->element3s && !mesh->element3s_indexbuffer)
+               mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
+
+       // upload int indices as a buffer
+       if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
+               mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
+
        // vertex buffer is several arrays and we put them in the same buffer
        //
        // is this wise?  the texcoordtexture2f array is used with dynamic
        // vertex/svector/tvector/normal when rendering animated models, on the
        // other hand animated models don't use a lot of vertices anyway...
-       if (mesh->numverts)
+       if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
        {
                size_t size;
                unsigned char *mem;
@@ -1212,7 +1249,7 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
                if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
                if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
                if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
-               mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
+               mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
                Mem_Free(mem);
        }
 }
@@ -1236,7 +1273,7 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh,
                                        newmesh->element3s[i] = newmesh->element3i[i];
                        }
                        if (createvbo)
-                               Mod_ShadowMesh_CreateVBOs(newmesh);
+                               Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
                }
                Mem_Free(mesh);
        }
@@ -1301,12 +1338,16 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        shadowmesh_t *nextmesh;
        for (;mesh;mesh = nextmesh)
        {
-               if (mesh->ebo3i)
-                       R_Mesh_DestroyBufferObject(mesh->ebo3i);
-               if (mesh->ebo3s)
-                       R_Mesh_DestroyBufferObject(mesh->ebo3s);
-               if (mesh->vbo)
-                       R_Mesh_DestroyBufferObject(mesh->vbo);
+               if (mesh->vertex3fbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
+               if (mesh->vertexmeshbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
+               if (mesh->element3i_indexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
+               if (mesh->element3s_indexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
+               if (mesh->vbo_vertexbuffer)
+                       R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
                nextmesh = mesh->next;
                Mem_Free(mesh);
        }
@@ -1314,9 +1355,10 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
 
 void Mod_CreateCollisionMesh(dp_model_t *mod)
 {
-       int k;
-       int numcollisionmeshtriangles;
-       const msurface_t *surface;
+       int k, numcollisionmeshtriangles;
+       qboolean usesinglecollisionmesh = false;
+       const msurface_t *surface = NULL;
+
        mempool_t *mempool = mod->mempool;
        if (!mempool && mod->brush.parentmodel)
                mempool = mod->brush.parentmodel->mempool;
@@ -1326,19 +1368,30 @@ void Mod_CreateCollisionMesh(dp_model_t *mod)
        for (k = 0;k < mod->nummodelsurfaces;k++)
        {
                surface = mod->data_surfaces + mod->firstmodelsurface + k;
+               if (!strcmp(surface->texture->name, "collision")) // found collision mesh
+               {
+                       usesinglecollisionmesh = true;
+                       numcollisionmeshtriangles = surface->num_triangles;
+                       break;
+               }
                if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
                        continue;
                numcollisionmeshtriangles += surface->num_triangles;
        }
        mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
-       for (k = 0;k < mod->nummodelsurfaces;k++)
-       {
-               surface = mod->data_surfaces + mod->firstmodelsurface + k;
-               if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
-                       continue;
+       if (usesinglecollisionmesh)
                Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+       else
+       {
+               for (k = 0;k < mod->nummodelsurfaces;k++)
+               {
+                       surface = mod->data_surfaces + mod->firstmodelsurface + k;
+                       if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+                               continue;
+                       Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               }
        }
-       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
+       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
 }
 
 void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
@@ -1552,7 +1605,10 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
        memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
 }
 
+extern cvar_t mod_noshader_default_offsetmapping;
 extern cvar_t mod_q3shader_default_offsetmapping;
+extern cvar_t mod_q3shader_default_polygonoffset;
+extern cvar_t mod_q3shader_default_polygonfactor;
 void Mod_LoadQ3Shaders(void)
 {
        int j;
@@ -1643,6 +1699,8 @@ void Mod_LoadQ3Shaders(void)
                        shader.offsetscale = 1;
                        shader.specularscalemod = 1;
                        shader.specularpowermod = 1;
+                       shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
+                       shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
 
                        strlcpy(shader.name, com_token, sizeof(shader.name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
@@ -2015,6 +2073,8 @@ void Mod_LoadQ3Shaders(void)
                                        shader.dpshadow = true;
                                else if (!strcasecmp(parameter[0], "dpnoshadow"))
                                        shader.dpnoshadow = true;
+                               else if (!strcasecmp(parameter[0], "dpnortlight"))
+                                       shader.dpnortlight = true;
                                else if (!strcasecmp(parameter[0], "dpreflectcube"))
                                        strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
                                else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
@@ -2043,6 +2103,18 @@ void Mod_LoadQ3Shaders(void)
                                        shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
                                else if (!strcasecmp(parameter[0], "polygonoffset"))
                                        shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+                               else if (!strcasecmp(parameter[0], "dppolygonoffset"))
+                               {
+                                       shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+                                       if(numparameters >= 2)
+                                       {
+                                               shader.biaspolygonfactor = atof(parameter[1]);
+                                               if(numparameters >= 3)
+                                                       shader.biaspolygonoffset = atof(parameter[2]);
+                                               else
+                                                       shader.biaspolygonoffset = 0;
+                                       }
+                               }
                                else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
@@ -2070,6 +2142,11 @@ void Mod_LoadQ3Shaders(void)
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
                                        shader.r_water_wateralpha = atof(parameter[11]);
                                }
+                               else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
+                               {
+                                       shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
+                                       shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
+                               }
                                else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
                                {
                                        shader.specularscalemod = atof(parameter[1]);
@@ -2078,6 +2155,10 @@ void Mod_LoadQ3Shaders(void)
                                {
                                        shader.specularpowermod = atof(parameter[1]);
                                }
+                               else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
+                               {
+                                       shader.rtlightambient = atof(parameter[1]);
+                               }
                                else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
                                {
                                        if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
@@ -2207,7 +2288,7 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
        if(defaulttexflags & TEXF_ISSPRITE)
                texflagsor |= TEXF_ISSPRITE;
        // unless later loaded from the shader
-       texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+       texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
        texture->offsetscale = 1;
        texture->specularscalemod = 1;
        texture->specularpowermod = 1; 
@@ -2243,7 +2324,10 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
                if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
-                       texture->biaspolygonoffset -= 2;
+               {
+                       texture->biaspolygonoffset += shader->biaspolygonoffset;
+                       texture->biaspolygonfactor += shader->biaspolygonfactor;
+               }
                if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
                        texture->basematerialflags |= MATERIALFLAG_REFRACTION;
                if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
@@ -2342,6 +2426,8 @@ nothing                GL_ZERO GL_ONE
                        texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
                if (shader->dpnoshadow)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
+               if (shader->dpnortlight)
+                       texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
                memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
                texture->reflectmin = shader->reflectmin;
                texture->reflectmax = shader->reflectmax;
@@ -2350,10 +2436,12 @@ nothing                GL_ZERO GL_ONE
                texture->reflectfactor = shader->reflectfactor;
                Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
                texture->r_water_wateralpha = shader->r_water_wateralpha;
+               Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
                texture->offsetmapping = shader->offsetmapping;
                texture->offsetscale = shader->offsetscale;
                texture->specularscalemod = shader->specularscalemod;
                texture->specularpowermod = shader->specularpowermod;
+               texture->rtlightambient = shader->rtlightambient;
                if (shader->dpreflectcube[0])
                        texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
 
@@ -2442,6 +2530,7 @@ nothing                GL_ZERO GL_ONE
                if(cls.state == ca_dedicated)
                {
                        texture->skinframes[0] = NULL;
+                       success = false;
                }
                else
                {
@@ -2688,6 +2777,9 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod)
 
 void Mod_BuildVBOs(void)
 {
+       if (!loadmodel->surfmesh.num_vertices)
+               return;
+
        if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
        {
                int i;
@@ -2701,27 +2793,51 @@ void Mod_BuildVBOs(void)
                }
        }
 
-       if (!vid.support.arb_vertex_buffer_object)
-               return;
-       // only build a vbo if one has not already been created (this is important for brush models which load specially)
-       if (loadmodel->surfmesh.vbo)
-               return;
-
-       // element buffer is easy because it's just one array
-       if (loadmodel->surfmesh.num_triangles)
+       // build r_vertexmesh_t array
+       // (compressed interleaved array for D3D)
+       if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
        {
-               if (loadmodel->surfmesh.data_element3s)
-                       loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
-               else
-                       loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
+               int vertexindex;
+               int numvertices = loadmodel->surfmesh.num_vertices;
+               r_vertexmesh_t *vertexmesh;
+               loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
+               for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
+               {
+                       VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
+                       VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
+                       VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
+                       VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
+                       if (loadmodel->surfmesh.data_lightmapcolor4f)
+                               Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
+                       Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
+                       if (loadmodel->surfmesh.data_texcoordlightmap2f)
+                               Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
+               }
        }
 
+       // upload r_vertexmesh_t array as a buffer
+       if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
+               loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
+
+       // upload vertex3f array as a buffer
+       if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
+               loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
+
+       // upload short indices as a buffer
+       if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
+               loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
+
+       // upload int indices as a buffer
+       if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
+               loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
+
+       // only build a vbo if one has not already been created (this is important for brush models which load specially)
        // vertex buffer is several arrays and we put them in the same buffer
        //
        // is this wise?  the texcoordtexture2f array is used with dynamic
        // vertex/svector/tvector/normal when rendering animated models, on the
        // other hand animated models don't use a lot of vertices anyway...
-       if (loadmodel->surfmesh.num_vertices)
+       if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
        {
                size_t size;
                unsigned char *mem;
@@ -2741,7 +2857,7 @@ void Mod_BuildVBOs(void)
                if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
                if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
                if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
-               loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
+               loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
                Mem_Free(mem);
        }
 }
@@ -3162,7 +3278,7 @@ void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int hei
        state->width = width;
        state->height = height;
        state->currentY = 0;
-       state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
+       state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
        for (y = 0;y < state->height;y++)
        {
                state->rows[y].currentX = 0;
@@ -3323,8 +3439,8 @@ static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos
                        continue;
                lightiradius = 1.0f / lightradius;
                dist = sqrt(dist2) * lightiradius;
-               intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
-               if (intensity <= 0)
+               intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
+               if (intensity <= 0.0f)
                        continue;
                if (model && model->TraceLine)
                {
@@ -3394,7 +3510,7 @@ static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, l
        VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
        VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
        VectorCopy(lightinfo->origin, origin);
-       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+       nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
        for (;;)
        {
                SVBSP_Init(&svbsp, origin, maxnodes, nodes);
@@ -3408,14 +3524,14 @@ static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, l
                                return;
                        }
                        Mem_Free(nodes);
-                       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+                       nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
                }
                else
                        break;
        }
        if (svbsp.numnodes > 0)
        {
-               svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
+               svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
                memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
                lightinfo->svbsp = svbsp;
        }
@@ -3441,7 +3557,7 @@ static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
        }
        if (mod_generatelightmaps_numlights > 0)
        {
-               mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
+               mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
                lightinfo = mod_generatelightmaps_lightinfo;
                for (index = 0;;index++)
                {
@@ -3708,15 +3824,24 @@ static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
        if (model->surfmesh.num_vertices > 65536)
                model->surfmesh.data_element3s = NULL;
 
-       if (model->surfmesh.vbo)
-               R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
-       model->surfmesh.vbo = 0;
-       if (model->surfmesh.ebo3i)
-               R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
-       model->surfmesh.ebo3i = 0;
-       if (model->surfmesh.ebo3s)
-               R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
-       model->surfmesh.ebo3s = 0;
+       if (model->surfmesh.vertexmesh)
+               Mem_Free(model->surfmesh.vertexmesh);
+       model->surfmesh.vertexmesh = NULL;
+       if (model->surfmesh.vertex3fbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
+       model->surfmesh.vertex3fbuffer = NULL;
+       if (model->surfmesh.vertexmeshbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
+       model->surfmesh.vertexmeshbuffer = NULL;
+       if (model->surfmesh.data_element3i_indexbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
+       model->surfmesh.data_element3i_indexbuffer = NULL;
+       if (model->surfmesh.data_element3s_indexbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
+       model->surfmesh.data_element3s_indexbuffer = NULL;
+       if (model->surfmesh.vbo_vertexbuffer)
+               R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
+       model->surfmesh.vbo_vertexbuffer = 0;
 
        // convert all triangles to unique vertex data
        outvertexindex = 0;
@@ -3780,7 +3905,7 @@ static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
        const int *e;
        lightmaptriangle_t *triangle;
        // generate lightmap triangle structs
-       mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
+       mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
        for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
        {
                surface = model->data_surfaces + surfaceindex;
@@ -3935,10 +4060,10 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        model->brushq3.deluxemapping_modelspace = true;
        model->brushq3.deluxemapping = true;
        model->brushq3.num_mergedlightmaps = lightmapnumber;
-       model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
-       model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
-       lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
-       deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
+       model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+       model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+       lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
+       deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
        for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
        {
                surface = model->data_surfaces + surfaceindex;