/*
===========================================================================

Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).  

Wolf ET Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Wolf ET Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Wolf ET Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

// tr_map.c

#include "tr_local.h"

/*

Loads and prepares a map file for scene rendering.

A single entry point:

void RE_LoadWorldMap( const char *name );

*/

static world_t s_worldData;
static byte        *fileBase;

int c_subdivisions;
int c_gridVerts;

surfaceType_t skipData = SF_SKIP;

//===============================================================================

static void HSVtoRGB( float h, float s, float v, float rgb[3] ) {
	int i;
	float f;
	float p, q, t;

	h *= 5;

	i = floor( h );
	f = h - i;

	p = v * ( 1 - s );
	q = v * ( 1 - s * f );
	t = v * ( 1 - s * ( 1 - f ) );

	switch ( i )
	{
	case 0:
		rgb[0] = v;
		rgb[1] = t;
		rgb[2] = p;
		break;
	case 1:
		rgb[0] = q;
		rgb[1] = v;
		rgb[2] = p;
		break;
	case 2:
		rgb[0] = p;
		rgb[1] = v;
		rgb[2] = t;
		break;
	case 3:
		rgb[0] = p;
		rgb[1] = q;
		rgb[2] = v;
		break;
	case 4:
		rgb[0] = t;
		rgb[1] = p;
		rgb[2] = v;
		break;
	case 5:
		rgb[0] = v;
		rgb[1] = p;
		rgb[2] = q;
		break;
	}
}

/*
===============
R_ColorShiftLightingBytes

===============
*/
static void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) {
	int shift, r, g, b;

	// shift the color data based on overbright range
	shift = r_mapOverBrightBits->integer - tr.overbrightBits;

	// shift the data based on overbright range
	r = in[0] << shift;
	g = in[1] << shift;
	b = in[2] << shift;

	// normalize by color instead of saturating to white
	if ( ( r | g | b ) > 255 ) {
		int max;

		max = r > g ? r : g;
		max = max > b ? max : b;
		r = r * 255 / max;
		g = g * 255 / max;
		b = b * 255 / max;
	}

	out[0] = r;
	out[1] = g;
	out[2] = b;
	out[3] = in[3];
}

/*
===============
R_ProcessLightmap

	returns maxIntensity
===============
*/
float R_ProcessLightmap( byte **pic, int in_padding, int width, int height, byte **pic_out ) {
	int j;
	float maxIntensity = 0;
	double sumIntensity = 0;

	if ( r_lightmap->integer > 1 ) { // color code by intensity as development tool	(FIXME: check range)
		for ( j = 0; j < width * height; j++ )
		{
			float r = ( *pic )[j * in_padding + 0];
			float g = ( *pic )[j * in_padding + 1];
			float b = ( *pic )[j * in_padding + 2];
			float intensity;
			float out[3];

			intensity = 0.33f * r + 0.685f * g + 0.063f * b;

			if ( intensity > 255 ) {
				intensity = 1.0f;
			} else {
				intensity /= 255.0f;
			}

			if ( intensity > maxIntensity ) {
				maxIntensity = intensity;
			}

			HSVtoRGB( intensity, 1.00, 0.50, out );

			if ( r_lightmap->integer == 3 ) {
				// Arnout: artists wanted the colours to be inversed
				( *pic_out )[j * 4 + 0] = out[2] * 255;
				( *pic_out )[j * 4 + 1] = out[1] * 255;
				( *pic_out )[j * 4 + 2] = out[0] * 255;
			} else {
				( *pic_out )[j * 4 + 0] = out[0] * 255;
				( *pic_out )[j * 4 + 1] = out[1] * 255;
				( *pic_out )[j * 4 + 2] = out[2] * 255;
			}
			( *pic_out )[j * 4 + 3] = 255;

			sumIntensity += intensity;
		}
	} else {
		for ( j = 0 ; j < width * height; j++ ) {
			R_ColorShiftLightingBytes( &( *pic )[j * in_padding], &( *pic_out )[j * 4] );
			( *pic_out )[j * 4 + 3] = 255;
		}
	}

	return maxIntensity;
}

/*
===============
R_LoadLightmaps

===============
*/
#define LIGHTMAP_SIZE   128
static void R_LoadLightmaps( lump_t *l ) {
	byte        *buf, *buf_p, *image_p;
	int len;
	MAC_STATIC byte image[LIGHTMAP_SIZE * LIGHTMAP_SIZE * 4];
	int i /*, j*/;
	float intensity, maxIntensity = 0;
//	double sumIntensity = 0;


	// ydnar: clear lightmaps first
	tr.numLightmaps = 0;
	memset( tr.lightmaps, 0, sizeof( *tr.lightmaps ) * MAX_LIGHTMAPS );

	len = l->filelen;
	if ( !len ) {
		return;
	}
	buf = fileBase + l->fileofs;

	// we are about to upload textures
	R_SyncRenderThread();

	// create all the lightmaps
	tr.numLightmaps = len / ( LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3 );
	if ( tr.numLightmaps == 1 ) {
		//FIXME: HACK: maps with only one lightmap turn up fullbright for some reason.
		//this avoids this, but isn't the correct solution.
		tr.numLightmaps++;
	}

	// permedia doesn't support lightmaps
	if ( glConfig.hardwareType == GLHW_PERMEDIA2 ) {
		return;
	}

	for ( i = 0 ; i < tr.numLightmaps ; i++ ) {
		// expand the 24 bit on-disk to 32 bit
		buf_p = buf + i * LIGHTMAP_SIZE * LIGHTMAP_SIZE * 3;
		image_p = image;

		intensity = R_ProcessLightmap( &buf_p, 3, LIGHTMAP_SIZE, LIGHTMAP_SIZE, &image_p );
		if ( intensity > maxIntensity ) {
			maxIntensity = intensity;
		}

		tr.lightmaps[i] = R_CreateImage( va( "*lightmap%d",i ), image,
										 LIGHTMAP_SIZE, LIGHTMAP_SIZE, qfalse, qfalse, GL_CLAMP );
	}

	if ( r_lightmap->integer > 1 ) {
		ri.Printf( PRINT_ALL, "Brightest lightmap value: %d\n", ( int ) ( maxIntensity * 255 ) );
	}
}


/*
=================
RE_SetWorldVisData

This is called by the clipmodel subsystem so we can share the 1.8 megs of
space in big maps...
=================
*/
void        RE_SetWorldVisData( const byte *vis ) {
	tr.externalVisData = vis;
}


/*
=================
R_LoadVisibility
=================
*/
static void R_LoadVisibility( lump_t *l ) {
	int len;
	byte    *buf;

	len = ( s_worldData.numClusters + 63 ) & ~63;
	s_worldData.novis = ri.Hunk_Alloc( len, h_low );
	memset( s_worldData.novis, 0xff, len );

	len = l->filelen;
	if ( !len ) {
		return;
	}
	buf = fileBase + l->fileofs;

	s_worldData.numClusters = LittleLong( ( (int *)buf )[0] );
	s_worldData.clusterBytes = LittleLong( ( (int *)buf )[1] );

	// CM_Load should have given us the vis data to share, so
	// we don't need to allocate another copy
	if ( tr.externalVisData ) {
		s_worldData.vis = tr.externalVisData;
	} else {
		byte    *dest;

		dest = ri.Hunk_Alloc( len - 8, h_low );
		memcpy( dest, buf + 8, len - 8 );
		s_worldData.vis = dest;
	}
}

//===============================================================================


/*
===============
ShaderForShaderNum
===============
*/
static shader_t *ShaderForShaderNum( int shaderNum, int lightmapNum ) {
	shader_t    *shader;
	dshader_t   *dsh;

	shaderNum = LittleLong( shaderNum );
	if ( shaderNum < 0 || shaderNum >= s_worldData.numShaders ) {
		ri.Error( ERR_DROP, "ShaderForShaderNum: bad num %i", shaderNum );
	}
	dsh = &s_worldData.shaders[ shaderNum ];

	if ( glConfig.hardwareType == GLHW_PERMEDIA2 ) {
		lightmapNum = LIGHTMAP_BY_VERTEX;
	}

	shader = R_FindShader( dsh->shader, lightmapNum, qtrue );

	// if the shader had errors, just use default shader
	if ( shader->defaultShader ) {
		return tr.defaultShader;
	}

	return shader;
}

// Ridah, optimizations here
// memory block for use by surfaces
static byte *surfHunkPtr;
static int surfHunkSize;
#define SURF_HUNK_MAXSIZE 0x40000
#define LL( x ) LittleLong( x )

/*
==============
R_InitSurfMemory
==============
*/
void R_InitSurfMemory( void ) {
	// allocate a new chunk
	surfHunkPtr = ri.Hunk_Alloc( SURF_HUNK_MAXSIZE, h_low );
	surfHunkSize = 0;
}

/*
==============
R_GetSurfMemory
==============
*/
void *R_GetSurfMemory( int size ) {
	byte *retval;

	// round to cacheline
	size = ( size + 31 ) & ~31;

	surfHunkSize += size;
	if ( surfHunkSize >= SURF_HUNK_MAXSIZE ) {
		// allocate a new chunk
		R_InitSurfMemory();
		surfHunkSize += size;   // since it just got reset
	}
	retval = surfHunkPtr;
	surfHunkPtr += size;

	return (void *)retval;
}



/*
SphereFromBounds() - ydnar
creates a bounding sphere from a bounding box
*/

static void SphereFromBounds( vec3_t mins, vec3_t maxs, vec3_t origin, float *radius ) {
	vec3_t temp;

	VectorAdd( mins, maxs, origin );
	VectorScale( origin, 0.5, origin );
	VectorSubtract( maxs, origin, temp );
	*radius = VectorLength( temp );
}



/*
FinishGenericSurface() - ydnar
handles final surface classification
*/

static void FinishGenericSurface( dsurface_t *ds, srfGeneric_t *gen, vec3_t pt ) {
	// set bounding sphere
	SphereFromBounds( gen->bounds[ 0 ], gen->bounds[ 1 ], gen->origin, &gen->radius );

	// take the plane normal from the lightmap vector and classify it
	gen->plane.normal[ 0 ] = LittleFloat( ds->lightmapVecs[ 2 ][ 0 ] );
	gen->plane.normal[ 1 ] = LittleFloat( ds->lightmapVecs[ 2 ][ 1 ] );
	gen->plane.normal[ 2 ] = LittleFloat( ds->lightmapVecs[ 2 ][ 2 ] );
	gen->plane.dist = DotProduct( pt, gen->plane.normal );
	SetPlaneSignbits( &gen->plane );
	gen->plane.type = PlaneTypeForNormal( gen->plane.normal );
}



/*
===============
ParseMesh
===============
*/
static void ParseMesh( dsurface_t *ds, drawVert_t *verts, msurface_t *surf ) {
	srfGridMesh_t   *grid;
	int i, j;
	int width, height, numPoints;
	MAC_STATIC drawVert_t points[MAX_PATCH_SIZE * MAX_PATCH_SIZE];
	int lightmapNum;
	vec3_t bounds[2];
	vec3_t tmpVec;

	lightmapNum = LittleLong( ds->lightmapNum );

	// get fog volume
	surf->fogIndex = LittleLong( ds->fogNum ) + 1;

	// get shader value
	surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum );
	if ( r_singleShader->integer && !surf->shader->isSky ) {
		surf->shader = tr.defaultShader;
	}

	// we may have a nodraw surface, because they might still need to
	// be around for movement clipping
	if ( s_worldData.shaders[ LittleLong( ds->shaderNum ) ].surfaceFlags & SURF_NODRAW ) {
		surf->data = &skipData;
		return;
	}

	width = LittleLong( ds->patchWidth );
	height = LittleLong( ds->patchHeight );

	verts += LittleLong( ds->firstVert );
	numPoints = width * height;
	for ( i = 0 ; i < numPoints ; i++ ) {
		for ( j = 0 ; j < 3 ; j++ ) {
			points[i].xyz[j] = LittleFloat( verts[i].xyz[j] );
			points[i].normal[j] = LittleFloat( verts[i].normal[j] );
		}
		for ( j = 0 ; j < 2 ; j++ ) {
			points[i].st[j] = LittleFloat( verts[i].st[j] );
			points[i].lightmap[j] = LittleFloat( verts[i].lightmap[j] );
		}
		R_ColorShiftLightingBytes( verts[i].color, points[i].color );
	}

	// pre-tesseleate
	grid = R_SubdividePatchToGrid( width, height, points );
	surf->data = (surfaceType_t*) grid;

	// copy the level of detail origin, which is the center
	// of the group of all curves that must subdivide the same
	// to avoid cracking
	for ( i = 0 ; i < 3 ; i++ ) {
		bounds[0][i] = LittleFloat( ds->lightmapVecs[0][i] );
		bounds[1][i] = LittleFloat( ds->lightmapVecs[1][i] );
	}
	VectorAdd( bounds[0], bounds[1], bounds[1] );
	VectorScale( bounds[1], 0.5f, grid->lodOrigin );
	VectorSubtract( bounds[0], grid->lodOrigin, tmpVec );
	grid->lodRadius = VectorLength( tmpVec );

	// finish surface
	FinishGenericSurface( ds, (srfGeneric_t*) grid, grid->verts[ 0 ].xyz );
}



/*
===============
ParseFace
===============
*/
#if 0 // rain - unused
static void ParseFace( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes  ) {
	int i, j;
	srfSurfaceFace_t    *cv;
	int numPoints, numIndexes;
	int lightmapNum;
	int sfaceSize, ofsIndexes;


	lightmapNum = LittleLong( ds->lightmapNum );

	// get fog volume
	surf->fogIndex = LittleLong( ds->fogNum ) + 1;

	// get shader value
	surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum );
	if ( r_singleShader->integer && !surf->shader->isSky ) {
		surf->shader = tr.defaultShader;
	}

	numPoints = LittleLong( ds->numVerts );
	if ( numPoints > MAX_FACE_POINTS ) {
		ri.Printf( PRINT_WARNING, "WARNING: MAX_FACE_POINTS exceeded: %i\n", numPoints );
		numPoints = MAX_FACE_POINTS;
		surf->shader = tr.defaultShader;
	}

	numIndexes = LittleLong( ds->numIndexes );

	// create the srfSurfaceFace_t
	sfaceSize = ( int ) &( (srfSurfaceFace_t *)0 )->points[numPoints];
	ofsIndexes = sfaceSize;
	sfaceSize += sizeof( int ) * numIndexes;

	//cv = ri.Hunk_Alloc( sfaceSize );
	cv = R_GetSurfMemory( sfaceSize );

	cv->surfaceType = SF_FACE;
	cv->numPoints = numPoints;
	cv->numIndices = numIndexes;
	cv->ofsIndices = ofsIndexes;

	ClearBounds( cv->bounds[0], cv->bounds[1] );
	verts += LittleLong( ds->firstVert );
	for ( i = 0 ; i < numPoints ; i++ ) {
		for ( j = 0 ; j < 3 ; j++ ) {
			cv->points[i][j] = LittleFloat( verts[i].xyz[j] );
		}
		AddPointToBounds( cv->points[ i ], cv->bounds[ 0 ], cv->bounds[ 1 ] );
		for ( j = 0 ; j < 2 ; j++ ) {
			cv->points[i][3 + j] = LittleFloat( verts[i].st[j] );
			cv->points[i][5 + j] = LittleFloat( verts[i].lightmap[j] );
		}
		R_ColorShiftLightingBytes( verts[i].color, (byte *)&cv->points[i][7] );
	}

	indexes += LittleLong( ds->firstIndex );
	for ( i = 0 ; i < numIndexes ; i++ ) {
		( ( int * )( (byte *)cv + cv->ofsIndices ) )[i] = LittleLong( indexes[ i ] );
	}

	#if 0
	// take the plane information from the lightmap vector
	for ( i = 0 ; i < 3 ; i++ ) {
		cv->plane.normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
	}
	cv->plane.dist = DotProduct( cv->points[0], cv->plane.normal );
	SetPlaneSignbits( &cv->plane );
	cv->plane.type = PlaneTypeForNormal( cv->plane.normal );
	#endif

	surf->data = (surfaceType_t *) cv;

	// finish surface
	FinishGenericSurface( ds, (srfGeneric_t*) cv, cv->points[ 0 ] );
}
#endif


/*
===============
ParseTriSurf
===============
*/
#if 0
static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) {
	srfTriangles2_t     *tri;
	int i, j;
	int numVerts, numIndexes;
	int lightmapNum;


	// get lightmap num
	lightmapNum = LittleLong( ds->lightmapNum );

	// get fog volume
	surf->fogIndex = LittleLong( ds->fogNum ) + 1;

	// get shader
	surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum );    //%	LIGHTMAP_BY_VERTEX );
	if ( r_singleShader->integer && !surf->shader->isSky ) {
		surf->shader = tr.defaultShader;
	}

	numVerts = LittleLong( ds->numVerts );
	numIndexes = LittleLong( ds->numIndexes );


	tri = R_GetSurfMemory( sizeof( *tri ) + ( numVerts + 1 ) * ( sizeof( vec4hack_t ) + sizeof( vec2hack_t ) + sizeof( vec2hack_t ) + sizeof( vec4hack_t ) + sizeof( color4ubhack_t ) ) + numIndexes * sizeof( tri->indexes[0] ) );

	tri->surfaceType = SF_TRIANGLES;
	tri->numVerts = numVerts;
	tri->numIndexes = numIndexes;

	tri->xyz =      ( vec4hack_t* )( tri +              1 );
	tri->st =       ( vec2hack_t* )( tri->xyz +         tri->numVerts + 1 );
	tri->lightmap = ( vec2hack_t* )( tri->st +          tri->numVerts + 1 );
	tri->normal =   ( vec4hack_t* )( tri->lightmap +    tri->numVerts + 1 );
	tri->color =    ( color4ubhack_t* )( tri->normal +      tri->numVerts + 1 );
	tri->indexes =  ( int* )( tri->color +       tri->numVerts + 1 );

	surf->data = (surfaceType_t *)tri;

	// copy vertexes
	ClearBounds( tri->bounds[0], tri->bounds[1] );
	verts += LittleLong( ds->firstVert );


	if ( LittleLong( 256 ) != 256 ) {
		for ( i = 0 ; i < numVerts ; i++ ) {
			for ( j = 0 ; j < 3 ; j++ ) {
				tri->xyz[i].v[j] =      LittleFloat( verts[i].xyz[j] );
				tri->normal[i].v[j] =   LittleFloat( verts[i].normal[j] );
			}
			AddPointToBounds( tri->xyz[i].v, tri->bounds[0], tri->bounds[1] );
			for ( j = 0 ; j < 2 ; j++ ) {
				tri->st[i].v[j] =       LittleFloat( verts[i].st[j] );
				tri->lightmap[i].v[j] = LittleFloat( verts[i].lightmap[j] );
			}

			R_ColorShiftLightingBytes( verts[i].color, tri->color[i].v );
		}
	} else { // Gordon: OPT: removed the littlefloats from when they aint needed
		for ( i = 0 ; i < numVerts ; i++ ) {
			for ( j = 0 ; j < 3 ; j++ ) {
				tri->xyz[i].v[j] =      verts[i].xyz[j];
				tri->normal[i].v[j] =   verts[i].normal[j];
			}
			AddPointToBounds( tri->xyz[i].v, tri->bounds[0], tri->bounds[1] );
			for ( j = 0 ; j < 2 ; j++ ) {
				tri->st[i].v[j] =       verts[i].st[j];
				tri->lightmap[i].v[j] = verts[i].lightmap[j];
			}

			R_ColorShiftLightingBytes( verts[i].color, tri->color[i].v );
		}
	}

	// copy indexes
	indexes += LittleLong( ds->firstIndex );
	for ( i = 0 ; i < numIndexes ; i++ ) {
		tri->indexes[i] = LittleLong( indexes[i] );
		if ( tri->indexes[i] < 0 || tri->indexes[i] >= numVerts ) {
			ri.Error( ERR_DROP, "Bad index in triangle surface" );
		}
	}

	// finish surface
	FinishGenericSurface( ds, (srfGeneric_t*) tri, tri->xyz[0].v );
}
#else
static void ParseTriSurf( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) {
	srfTriangles_t      *tri;
	int i, j;
	int numVerts, numIndexes;
	int lightmapNum;


	// get lightmap num
	lightmapNum = LittleLong( ds->lightmapNum );

	// get fog volume
	surf->fogIndex = LittleLong( ds->fogNum ) + 1;

	// get shader
	surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapNum );    //%	LIGHTMAP_BY_VERTEX );
	if ( r_singleShader->integer && !surf->shader->isSky ) {
		surf->shader = tr.defaultShader;
	}

	numVerts = LittleLong( ds->numVerts );
	numIndexes = LittleLong( ds->numIndexes );

	//tri = ri.Hunk_Alloc( sizeof( *tri ) + numVerts * sizeof( tri->verts[0] )
	//	+ numIndexes * sizeof( tri->indexes[0] ) );
	tri = R_GetSurfMemory( sizeof( *tri ) + numVerts * sizeof( tri->verts[0] )
						   + numIndexes * sizeof( tri->indexes[0] ) );

	tri->surfaceType = SF_TRIANGLES;
	tri->numVerts = numVerts;
	tri->numIndexes = numIndexes;
	tri->verts = ( drawVert_t * )( tri + 1 );
	tri->indexes = ( int * )( tri->verts + tri->numVerts );

	surf->data = (surfaceType_t *)tri;

	// copy vertexes
	ClearBounds( tri->bounds[0], tri->bounds[1] );
	verts += LittleLong( ds->firstVert );
	for ( i = 0 ; i < numVerts ; i++ ) {
		for ( j = 0 ; j < 3 ; j++ ) {
			tri->verts[i].xyz[j] = LittleFloat( verts[i].xyz[j] );
			tri->verts[i].normal[j] = LittleFloat( verts[i].normal[j] );
		}
		AddPointToBounds( tri->verts[i].xyz, tri->bounds[0], tri->bounds[1] );
		for ( j = 0 ; j < 2 ; j++ ) {
			tri->verts[i].st[j] = LittleFloat( verts[i].st[j] );
			tri->verts[i].lightmap[j] = LittleFloat( verts[i].lightmap[j] );
		}

		R_ColorShiftLightingBytes( verts[i].color, tri->verts[i].color );
	}

	// copy indexes
	indexes += LittleLong( ds->firstIndex );
	for ( i = 0 ; i < numIndexes ; i++ ) {
		tri->indexes[i] = LittleLong( indexes[i] );
		if ( tri->indexes[i] < 0 || tri->indexes[i] >= numVerts ) {
			ri.Error( ERR_DROP, "Bad index in triangle surface" );
		}
	}

	// finish surface
	FinishGenericSurface( ds, (srfGeneric_t*) tri, tri->verts[ 0 ].xyz );
}
#endif // 0



/*
ParseFoliage() - ydnar
parses a foliage drawsurface
*/

static void ParseFoliage( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) {
	srfFoliage_t    *foliage;
	int i, j, numVerts, numIndexes, numInstances, size;
	vec4_t          *xyz, *normal /*, *origin*/;
//	fcolor4ub_t		*color;
	vec3_t bounds[ 2 ], boundsTranslated[ 2 ];
	float scale;


	// get fog volume
	surf->fogIndex = LittleLong( ds->fogNum ) + 1;

	// get shader
	surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX );
	if ( r_singleShader->integer && !surf->shader->isSky ) {
		surf->shader = tr.defaultShader;
	}

	// foliage surfaces have their actual vert count in patchHeight
	// and the instance count in patchWidth
	// the instances are just additional drawverts

	// get counts
	numVerts = LittleLong( ds->patchHeight );
	numIndexes = LittleLong( ds->numIndexes );
	numInstances = LittleLong( ds->patchWidth );

	// calculate size
	size = sizeof( *foliage ) +
		   numVerts * ( sizeof( foliage->xyz[ 0 ] ) + sizeof( foliage->normal[ 0 ] ) + sizeof( foliage->texCoords[ 0 ] ) + sizeof( foliage->lmTexCoords[ 0 ] ) ) +
		   numIndexes * sizeof( foliage->indexes[ 0 ] ) +
		   numInstances * sizeof( foliage->instances[ 0 ] );

	// get memory
	foliage = R_GetSurfMemory( size );

	// set up surface
	foliage->surfaceType = SF_FOLIAGE;
	foliage->numVerts = numVerts;
	foliage->numIndexes = numIndexes;
	foliage->numInstances = numInstances;
	foliage->xyz = ( vec4_t* )( foliage + 1 );
	foliage->normal = ( vec4_t* )( foliage->xyz + foliage->numVerts );
	foliage->texCoords = ( vec2_t* )( foliage->normal + foliage->numVerts );
	foliage->lmTexCoords = ( vec2_t* )( foliage->texCoords + foliage->numVerts );
	foliage->indexes = ( int* )( foliage->lmTexCoords + foliage->numVerts );
	foliage->instances = ( foliageInstance_t* )( foliage->indexes + foliage->numIndexes );

	surf->data = (surfaceType_t*) foliage;

	// get foliage drawscale
	scale = r_drawfoliage->value;
	if ( scale < 0.0f ) {
		scale = 1.0f;
	} else if ( scale > 2.0f ) {
		scale = 2.0f;
	}

	// copy vertexes
	ClearBounds( bounds[ 0 ], bounds[ 1 ] );
	verts += LittleLong( ds->firstVert );
	xyz = foliage->xyz;
	normal = foliage->normal;
	for ( i = 0; i < numVerts; i++ )
	{
		// copy xyz and normal
		for ( j = 0; j < 3; j++ )
		{
			foliage->xyz[ i ][ j ] = LittleFloat( verts[ i ].xyz[ j ] );
			foliage->normal[ i ][ j ] = LittleFloat( verts[ i ].normal[ j ] );
		}

		// scale height
		foliage->xyz[ i ][ 2 ] *= scale;

		// finish
		foliage->xyz[ i ][ 3 ] = foliage->normal[ i ][ 3 ] = 0;
		AddPointToBounds( foliage->xyz[ i ], bounds[ 0 ], bounds[ 1 ] );

		// copy texture coordinates
		for ( j = 0; j < 2; j++ )
		{
			foliage->texCoords[ i ][ j ] = LittleFloat( verts[ i ].st[ j ] );
			foliage->lmTexCoords[ i ][ j ] = LittleFloat( verts[ i ].lightmap[ j ] );
		}
	}

	// copy indexes
	indexes += LittleLong( ds->firstIndex );
	for ( i = 0; i < numIndexes; i++ )
	{
		foliage->indexes[ i ] = LittleLong( indexes[ i ] );
		if ( foliage->indexes[ i ] < 0 || foliage->indexes[ i ] >= numVerts ) {
			ri.Error( ERR_DROP, "Bad index in triangle surface" );
		}
	}

	// copy origins and colors
	ClearBounds( foliage->bounds[ 0 ], foliage->bounds[ 1 ] );
	verts += numVerts;
	for ( i = 0; i < numInstances; i++ )
	{
		// copy xyz
		for ( j = 0; j < 3; j++ )
			foliage->instances[ i ].origin[ j ] = LittleFloat( verts[ i ].xyz[ j ] );
		VectorAdd( bounds[ 0 ], foliage->instances[ i ].origin, boundsTranslated[ 0 ] );
		VectorAdd( bounds[ 1 ], foliage->instances[ i ].origin, boundsTranslated[ 1 ] );
		AddPointToBounds( boundsTranslated[ 0 ], foliage->bounds[ 0 ], foliage->bounds[ 1 ] );
		AddPointToBounds( boundsTranslated[ 1 ], foliage->bounds[ 0 ], foliage->bounds[ 1 ] );

		// copy color
		R_ColorShiftLightingBytes( verts[ i ].color, foliage->instances[ i ].color );
	}

	// finish surface
	FinishGenericSurface( ds, (srfGeneric_t*) foliage, foliage->xyz[ 0 ] );
}



/*
===============
ParseFlare
===============
*/

static void ParseFlare( dsurface_t *ds, drawVert_t *verts, msurface_t *surf, int *indexes ) {
	srfFlare_t      *flare;
	int i;

	// get fog volume
	surf->fogIndex = LittleLong( ds->fogNum ) + 1;

	// get shader
	surf->shader = ShaderForShaderNum( ds->shaderNum, LIGHTMAP_BY_VERTEX );
	if ( r_singleShader->integer && !surf->shader->isSky ) {
		surf->shader = tr.defaultShader;
	}

	flare = ri.Hunk_Alloc( sizeof( *flare ), h_low );
	flare->surfaceType = SF_FLARE;

	surf->data = (surfaceType_t *)flare;

	for ( i = 0 ; i < 3 ; i++ ) {
		flare->origin[i] = LittleFloat( ds->lightmapOrigin[i] );
		flare->color[i] = LittleFloat( ds->lightmapVecs[0][i] );
		flare->normal[i] = LittleFloat( ds->lightmapVecs[2][i] );
	}
}



/*
=================
R_MergedWidthPoints

returns true if there are grid points merged on a width edge
=================
*/
int R_MergedWidthPoints( srfGridMesh_t *grid, int offset ) {
	int i, j;

	for ( i = 1; i < grid->width - 1; i++ ) {
		for ( j = i + 1; j < grid->width - 1; j++ ) {
			if ( Q_fabs( grid->verts[i + offset].xyz[0] - grid->verts[j + offset].xyz[0] ) > .1 ) {
				continue;
			}
			if ( Q_fabs( grid->verts[i + offset].xyz[1] - grid->verts[j + offset].xyz[1] ) > .1 ) {
				continue;
			}
			if ( Q_fabs( grid->verts[i + offset].xyz[2] - grid->verts[j + offset].xyz[2] ) > .1 ) {
				continue;
			}
			return qtrue;
		}
	}
	return qfalse;
}

/*
=================
R_MergedHeightPoints

returns true if there are grid points merged on a height edge
=================
*/
int R_MergedHeightPoints( srfGridMesh_t *grid, int offset ) {
	int i, j;

	for ( i = 1; i < grid->height - 1; i++ ) {
		for ( j = i + 1; j < grid->height - 1; j++ ) {
			if ( Q_fabs( grid->verts[grid->width * i + offset].xyz[0] - grid->verts[grid->width * j + offset].xyz[0] ) > .1 ) {
				continue;
			}
			if ( Q_fabs( grid->verts[grid->width * i + offset].xyz[1] - grid->verts[grid->width * j + offset].xyz[1] ) > .1 ) {
				continue;
			}
			if ( Q_fabs( grid->verts[grid->width * i + offset].xyz[2] - grid->verts[grid->width * j + offset].xyz[2] ) > .1 ) {
				continue;
			}
			return qtrue;
		}
	}
	return qfalse;
}

/*
=================
R_FixSharedVertexLodError_r

NOTE: never sync LoD through grid edges with merged points!

FIXME: write generalized version that also avoids cracks between a patch and one that meets half way?
=================
*/
void R_FixSharedVertexLodError_r( int start, srfGridMesh_t *grid1 ) {
	int j, k, l, m, n, offset1, offset2, touch;
	srfGridMesh_t *grid2;

	for ( j = start; j < s_worldData.numsurfaces; j++ ) {
		//
		grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data;
		// if this surface is not a grid
		if ( grid2->surfaceType != SF_GRID ) {
			continue;
		}
		// if the LOD errors are already fixed for this patch
		if ( grid2->lodFixed == 2 ) {
			continue;
		}
		// grids in the same LOD group should have the exact same lod radius
		if ( grid1->lodRadius != grid2->lodRadius ) {
			continue;
		}
		// grids in the same LOD group should have the exact same lod origin
		if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) {
			continue;
		}
		if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) {
			continue;
		}
		if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) {
			continue;
		}
		//
		touch = qfalse;
		for ( n = 0; n < 2; n++ ) {
			//
			if ( n ) {
				offset1 = ( grid1->height - 1 ) * grid1->width;
			} else { offset1 = 0;}
			if ( R_MergedWidthPoints( grid1, offset1 ) ) {
				continue;
			}
			for ( k = 1; k < grid1->width - 1; k++ ) {
				for ( m = 0; m < 2; m++ ) {

					if ( m ) {
						offset2 = ( grid2->height - 1 ) * grid2->width;
					} else { offset2 = 0;}
					if ( R_MergedWidthPoints( grid2, offset2 ) ) {
						continue;
					}
					for ( l = 1; l < grid2->width - 1; l++ ) {
						//
						if ( Q_fabs( grid1->verts[k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0] ) > .1 ) {
							continue;
						}
						if ( Q_fabs( grid1->verts[k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1] ) > .1 ) {
							continue;
						}
						if ( Q_fabs( grid1->verts[k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2] ) > .1 ) {
							continue;
						}
						// ok the points are equal and should have the same lod error
						grid2->widthLodError[l] = grid1->widthLodError[k];
						touch = qtrue;
					}
				}
				for ( m = 0; m < 2; m++ ) {

					if ( m ) {
						offset2 = grid2->width - 1;
					} else { offset2 = 0;}
					if ( R_MergedHeightPoints( grid2, offset2 ) ) {
						continue;
					}
					for ( l = 1; l < grid2->height - 1; l++ ) {
						//
						if ( Q_fabs( grid1->verts[k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0] ) > .1 ) {
							continue;
						}
						if ( Q_fabs( grid1->verts[k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1] ) > .1 ) {
							continue;
						}
						if ( Q_fabs( grid1->verts[k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2] ) > .1 ) {
							continue;
						}
						// ok the points are equal and should have the same lod error
						grid2->heightLodError[l] = grid1->widthLodError[k];
						touch = qtrue;
					}
				}
			}
		}
		for ( n = 0; n < 2; n++ ) {
			//
			if ( n ) {
				offset1 = grid1->width - 1;
			} else { offset1 = 0;}
			if ( R_MergedHeightPoints( grid1, offset1 ) ) {
				continue;
			}
			for ( k = 1; k < grid1->height - 1; k++ ) {
				for ( m = 0; m < 2; m++ ) {

					if ( m ) {
						offset2 = ( grid2->height - 1 ) * grid2->width;
					} else { offset2 = 0;}
					if ( R_MergedWidthPoints( grid2, offset2 ) ) {
						continue;
					}
					for ( l = 1; l < grid2->width - 1; l++ ) {
						//
						if ( Q_fabs( grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[l + offset2].xyz[0] ) > .1 ) {
							continue;
						}
						if ( Q_fabs( grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[l + offset2].xyz[1] ) > .1 ) {
							continue;
						}
						if ( Q_fabs( grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[l + offset2].xyz[2] ) > .1 ) {
							continue;
						}
						// ok the points are equal and should have the same lod error
						grid2->widthLodError[l] = grid1->heightLodError[k];
						touch = qtrue;
					}
				}
				for ( m = 0; m < 2; m++ ) {

					if ( m ) {
						offset2 = grid2->width - 1;
					} else { offset2 = 0;}
					if ( R_MergedHeightPoints( grid2, offset2 ) ) {
						continue;
					}
					for ( l = 1; l < grid2->height - 1; l++ ) {
						//
						if ( Q_fabs( grid1->verts[grid1->width * k + offset1].xyz[0] - grid2->verts[grid2->width * l + offset2].xyz[0] ) > .1 ) {
							continue;
						}
						if ( Q_fabs( grid1->verts[grid1->width * k + offset1].xyz[1] - grid2->verts[grid2->width * l + offset2].xyz[1] ) > .1 ) {
							continue;
						}
						if ( Q_fabs( grid1->verts[grid1->width * k + offset1].xyz[2] - grid2->verts[grid2->width * l + offset2].xyz[2] ) > .1 ) {
							continue;
						}
						// ok the points are equal and should have the same lod error
						grid2->heightLodError[l] = grid1->heightLodError[k];
						touch = qtrue;
					}
				}
			}
		}
		if ( touch ) {
			grid2->lodFixed = 2;
			R_FixSharedVertexLodError_r( start, grid2 );
			//NOTE: this would be correct but makes things really slow
			//grid2->lodFixed = 1;
		}
	}
}

/*
=================
R_FixSharedVertexLodError

This function assumes that all patches in one group are nicely stitched together for the highest LoD.
If this is not the case this function will still do its job but won't fix the highest LoD cracks.
=================
*/
void R_FixSharedVertexLodError( void ) {
	int i;
	srfGridMesh_t *grid1;

	for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
		//
		grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data;
		// if this surface is not a grid
		if ( grid1->surfaceType != SF_GRID ) {
			continue;
		}
		//
		if ( grid1->lodFixed ) {
			continue;
		}
		//
		grid1->lodFixed = 2;
		// recursively fix other patches in the same LOD group
		R_FixSharedVertexLodError_r( i + 1, grid1 );
	}
}


/*
===============
R_StitchPatches
===============
*/
int R_StitchPatches( int grid1num, int grid2num ) {
	int k, l, m, n, offset1, offset2, row, column;
	srfGridMesh_t *grid1, *grid2;
	float *v1, *v2;

	grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data;
	grid2 = (srfGridMesh_t *) s_worldData.surfaces[grid2num].data;
	for ( n = 0; n < 2; n++ ) {
		//
		if ( n ) {
			offset1 = ( grid1->height - 1 ) * grid1->width;
		} else { offset1 = 0;}
		if ( R_MergedWidthPoints( grid1, offset1 ) ) {
			continue;
		}
		for ( k = 0; k < grid1->width - 2; k += 2 ) {

			for ( m = 0; m < 2; m++ ) {

				if ( grid2->width >= MAX_GRID_SIZE ) {
					break;
				}
				if ( m ) {
					offset2 = ( grid2->height - 1 ) * grid2->width;
				} else { offset2 = 0;}
				//if (R_MergedWidthPoints(grid2, offset2))
				//	continue;
				for ( l = 0; l < grid2->width - 1; l++ ) {
					//
					v1 = grid1->verts[k + offset1].xyz;
					v2 = grid2->verts[l + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}

					v1 = grid1->verts[k + 2 + offset1].xyz;
					v2 = grid2->verts[l + 1 + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}
					//
					v1 = grid2->verts[l + offset2].xyz;
					v2 = grid2->verts[l + 1 + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) < .01 &&
						 Q_fabs( v1[1] - v2[1] ) < .01 &&
						 Q_fabs( v1[2] - v2[2] ) < .01 ) {
						continue;
					}
					//
					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
					// insert column into grid2 right after after column l
					if ( m ) {
						row = grid2->height - 1;
					} else { row = 0;}
					grid2 = R_GridInsertColumn( grid2, l + 1, row,
												grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k + 1] );
					grid2->lodStitched = qfalse;
					s_worldData.surfaces[grid2num].data = (void *) grid2;
					return qtrue;
				}
			}
			for ( m = 0; m < 2; m++ ) {

				if ( grid2->height >= MAX_GRID_SIZE ) {
					break;
				}
				if ( m ) {
					offset2 = grid2->width - 1;
				} else { offset2 = 0;}
				//if (R_MergedHeightPoints(grid2, offset2))
				//	continue;
				for ( l = 0; l < grid2->height - 1; l++ ) {
					//
					v1 = grid1->verts[k + offset1].xyz;
					v2 = grid2->verts[grid2->width * l + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}

					v1 = grid1->verts[k + 2 + offset1].xyz;
					v2 = grid2->verts[grid2->width * ( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}
					//
					v1 = grid2->verts[grid2->width * l + offset2].xyz;
					v2 = grid2->verts[grid2->width * ( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) < .01 &&
						 Q_fabs( v1[1] - v2[1] ) < .01 &&
						 Q_fabs( v1[2] - v2[2] ) < .01 ) {
						continue;
					}
					//
					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
					// insert row into grid2 right after after row l
					if ( m ) {
						column = grid2->width - 1;
					} else { column = 0;}
					grid2 = R_GridInsertRow( grid2, l + 1, column,
											 grid1->verts[k + 1 + offset1].xyz, grid1->widthLodError[k + 1] );
					grid2->lodStitched = qfalse;
					s_worldData.surfaces[grid2num].data = (void *) grid2;
					return qtrue;
				}
			}
		}
	}
	for ( n = 0; n < 2; n++ ) {
		//
		if ( n ) {
			offset1 = grid1->width - 1;
		} else { offset1 = 0;}
		if ( R_MergedHeightPoints( grid1, offset1 ) ) {
			continue;
		}
		for ( k = 0; k < grid1->height - 2; k += 2 ) {
			for ( m = 0; m < 2; m++ ) {

				if ( grid2->width >= MAX_GRID_SIZE ) {
					break;
				}
				if ( m ) {
					offset2 = ( grid2->height - 1 ) * grid2->width;
				} else { offset2 = 0;}
				//if (R_MergedWidthPoints(grid2, offset2))
				//	continue;
				for ( l = 0; l < grid2->width - 1; l++ ) {
					//
					v1 = grid1->verts[grid1->width * k + offset1].xyz;
					v2 = grid2->verts[l + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}

					v1 = grid1->verts[grid1->width * ( k + 2 ) + offset1].xyz;
					v2 = grid2->verts[l + 1 + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}
					//
					v1 = grid2->verts[l + offset2].xyz;
					v2 = grid2->verts[( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) < .01 &&
						 Q_fabs( v1[1] - v2[1] ) < .01 &&
						 Q_fabs( v1[2] - v2[2] ) < .01 ) {
						continue;
					}
					//
					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
					// insert column into grid2 right after after column l
					if ( m ) {
						row = grid2->height - 1;
					} else { row = 0;}
					grid2 = R_GridInsertColumn( grid2, l + 1, row,
												grid1->verts[grid1->width * ( k + 1 ) + offset1].xyz, grid1->heightLodError[k + 1] );
					grid2->lodStitched = qfalse;
					s_worldData.surfaces[grid2num].data = (void *) grid2;
					return qtrue;
				}
			}
			for ( m = 0; m < 2; m++ ) {

				if ( grid2->height >= MAX_GRID_SIZE ) {
					break;
				}
				if ( m ) {
					offset2 = grid2->width - 1;
				} else { offset2 = 0;}
				//if (R_MergedHeightPoints(grid2, offset2))
				//	continue;
				for ( l = 0; l < grid2->height - 1; l++ ) {
					//
					v1 = grid1->verts[grid1->width * k + offset1].xyz;
					v2 = grid2->verts[grid2->width * l + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}

					v1 = grid1->verts[grid1->width * ( k + 2 ) + offset1].xyz;
					v2 = grid2->verts[grid2->width * ( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}
					//
					v1 = grid2->verts[grid2->width * l + offset2].xyz;
					v2 = grid2->verts[grid2->width * ( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) < .01 &&
						 Q_fabs( v1[1] - v2[1] ) < .01 &&
						 Q_fabs( v1[2] - v2[2] ) < .01 ) {
						continue;
					}
					//
					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
					// insert row into grid2 right after after row l
					if ( m ) {
						column = grid2->width - 1;
					} else { column = 0;}
					grid2 = R_GridInsertRow( grid2, l + 1, column,
											 grid1->verts[grid1->width * ( k + 1 ) + offset1].xyz, grid1->heightLodError[k + 1] );
					grid2->lodStitched = qfalse;
					s_worldData.surfaces[grid2num].data = (void *) grid2;
					return qtrue;
				}
			}
		}
	}
	for ( n = 0; n < 2; n++ ) {
		//
		if ( n ) {
			offset1 = ( grid1->height - 1 ) * grid1->width;
		} else { offset1 = 0;}
		if ( R_MergedWidthPoints( grid1, offset1 ) ) {
			continue;
		}
		for ( k = grid1->width - 1; k > 1; k -= 2 ) {

			for ( m = 0; m < 2; m++ ) {

				if ( grid2->width >= MAX_GRID_SIZE ) {
					break;
				}
				if ( m ) {
					offset2 = ( grid2->height - 1 ) * grid2->width;
				} else { offset2 = 0;}
				//if (R_MergedWidthPoints(grid2, offset2))
				//	continue;
				for ( l = 0; l < grid2->width - 1; l++ ) {
					//
					v1 = grid1->verts[k + offset1].xyz;
					v2 = grid2->verts[l + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}

					v1 = grid1->verts[k - 2 + offset1].xyz;
					v2 = grid2->verts[l + 1 + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}
					//
					v1 = grid2->verts[l + offset2].xyz;
					v2 = grid2->verts[( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) < .01 &&
						 Q_fabs( v1[1] - v2[1] ) < .01 &&
						 Q_fabs( v1[2] - v2[2] ) < .01 ) {
						continue;
					}
					//
					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
					// insert column into grid2 right after after column l
					if ( m ) {
						row = grid2->height - 1;
					} else { row = 0;}
					grid2 = R_GridInsertColumn( grid2, l + 1, row,
												grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k + 1] );
					grid2->lodStitched = qfalse;
					s_worldData.surfaces[grid2num].data = (void *) grid2;
					return qtrue;
				}
			}
			for ( m = 0; m < 2; m++ ) {

				if ( grid2->height >= MAX_GRID_SIZE ) {
					break;
				}
				if ( m ) {
					offset2 = grid2->width - 1;
				} else { offset2 = 0;}
				//if (R_MergedHeightPoints(grid2, offset2))
				//	continue;
				for ( l = 0; l < grid2->height - 1; l++ ) {
					//
					v1 = grid1->verts[k + offset1].xyz;
					v2 = grid2->verts[grid2->width * l + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}

					v1 = grid1->verts[k - 2 + offset1].xyz;
					v2 = grid2->verts[grid2->width * ( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}
					//
					v1 = grid2->verts[grid2->width * l + offset2].xyz;
					v2 = grid2->verts[grid2->width * ( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) < .01 &&
						 Q_fabs( v1[1] - v2[1] ) < .01 &&
						 Q_fabs( v1[2] - v2[2] ) < .01 ) {
						continue;
					}
					//
					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
					// insert row into grid2 right after after row l
					if ( m ) {
						column = grid2->width - 1;
					} else { column = 0;}
					grid2 = R_GridInsertRow( grid2, l + 1, column,
											 grid1->verts[k - 1 + offset1].xyz, grid1->widthLodError[k + 1] );
					if ( !grid2 ) {
						break;
					}
					grid2->lodStitched = qfalse;
					s_worldData.surfaces[grid2num].data = (void *) grid2;
					return qtrue;
				}
			}
		}
	}
	for ( n = 0; n < 2; n++ ) {
		//
		if ( n ) {
			offset1 = grid1->width - 1;
		} else { offset1 = 0;}
		if ( R_MergedHeightPoints( grid1, offset1 ) ) {
			continue;
		}
		for ( k = grid1->height - 1; k > 1; k -= 2 ) {
			for ( m = 0; m < 2; m++ ) {

				if ( grid2->width >= MAX_GRID_SIZE ) {
					break;
				}
				if ( m ) {
					offset2 = ( grid2->height - 1 ) * grid2->width;
				} else { offset2 = 0;}
				//if (R_MergedWidthPoints(grid2, offset2))
				//	continue;
				for ( l = 0; l < grid2->width - 1; l++ ) {
					//
					v1 = grid1->verts[grid1->width * k + offset1].xyz;
					v2 = grid2->verts[l + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}

					v1 = grid1->verts[grid1->width * ( k - 2 ) + offset1].xyz;
					v2 = grid2->verts[l + 1 + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}
					//
					v1 = grid2->verts[l + offset2].xyz;
					v2 = grid2->verts[( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) < .01 &&
						 Q_fabs( v1[1] - v2[1] ) < .01 &&
						 Q_fabs( v1[2] - v2[2] ) < .01 ) {
						continue;
					}
					//
					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
					// insert column into grid2 right after after column l
					if ( m ) {
						row = grid2->height - 1;
					} else { row = 0;}
					grid2 = R_GridInsertColumn( grid2, l + 1, row,
												grid1->verts[grid1->width * ( k - 1 ) + offset1].xyz, grid1->heightLodError[k + 1] );
					grid2->lodStitched = qfalse;
					s_worldData.surfaces[grid2num].data = (void *) grid2;
					return qtrue;
				}
			}
			for ( m = 0; m < 2; m++ ) {

				if ( grid2->height >= MAX_GRID_SIZE ) {
					break;
				}
				if ( m ) {
					offset2 = grid2->width - 1;
				} else { offset2 = 0;}
				//if (R_MergedHeightPoints(grid2, offset2))
				//	continue;
				for ( l = 0; l < grid2->height - 1; l++ ) {
					//
					v1 = grid1->verts[grid1->width * k + offset1].xyz;
					v2 = grid2->verts[grid2->width * l + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}

					v1 = grid1->verts[grid1->width * ( k - 2 ) + offset1].xyz;
					v2 = grid2->verts[grid2->width * ( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[1] - v2[1] ) > .1 ) {
						continue;
					}
					if ( Q_fabs( v1[2] - v2[2] ) > .1 ) {
						continue;
					}
					//
					v1 = grid2->verts[grid2->width * l + offset2].xyz;
					v2 = grid2->verts[grid2->width * ( l + 1 ) + offset2].xyz;
					if ( Q_fabs( v1[0] - v2[0] ) < .01 &&
						 Q_fabs( v1[1] - v2[1] ) < .01 &&
						 Q_fabs( v1[2] - v2[2] ) < .01 ) {
						continue;
					}
					//
					//ri.Printf( PRINT_ALL, "found highest LoD crack between two patches\n" );
					// insert row into grid2 right after after row l
					if ( m ) {
						column = grid2->width - 1;
					} else { column = 0;}
					grid2 = R_GridInsertRow( grid2, l + 1, column,
											 grid1->verts[grid1->width * ( k - 1 ) + offset1].xyz, grid1->heightLodError[k + 1] );
					grid2->lodStitched = qfalse;
					s_worldData.surfaces[grid2num].data = (void *) grid2;
					return qtrue;
				}
			}
		}
	}
	return qfalse;
}

/*
===============
R_TryStitchPatch

This function will try to stitch patches in the same LoD group together for the highest LoD.

Only single missing vertice cracks will be fixed.

Vertices will be joined at the patch side a crack is first found, at the other side
of the patch (on the same row or column) the vertices will not be joined and cracks
might still appear at that side.
===============
*/
int R_TryStitchingPatch( int grid1num ) {
	int j, numstitches;
	srfGridMesh_t *grid1, *grid2;

	numstitches = 0;
	grid1 = (srfGridMesh_t *) s_worldData.surfaces[grid1num].data;
	for ( j = 0; j < s_worldData.numsurfaces; j++ ) {
		//
		grid2 = (srfGridMesh_t *) s_worldData.surfaces[j].data;
		// if this surface is not a grid
		if ( grid2->surfaceType != SF_GRID ) {
			continue;
		}
		// grids in the same LOD group should have the exact same lod radius
		if ( grid1->lodRadius != grid2->lodRadius ) {
			continue;
		}
		// grids in the same LOD group should have the exact same lod origin
		if ( grid1->lodOrigin[0] != grid2->lodOrigin[0] ) {
			continue;
		}
		if ( grid1->lodOrigin[1] != grid2->lodOrigin[1] ) {
			continue;
		}
		if ( grid1->lodOrigin[2] != grid2->lodOrigin[2] ) {
			continue;
		}
		//
		while ( R_StitchPatches( grid1num, j ) )
		{
			numstitches++;
		}
	}
	return numstitches;
}

/*
===============
R_StitchAllPatches
===============
*/
void R_StitchAllPatches( void ) {
	int i, stitched, numstitches;
	srfGridMesh_t *grid1;

	numstitches = 0;
	do
	{
		stitched = qfalse;
		for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
			//
			grid1 = (srfGridMesh_t *) s_worldData.surfaces[i].data;
			// if this surface is not a grid
			if ( grid1->surfaceType != SF_GRID ) {
				continue;
			}
			//
			if ( grid1->lodStitched ) {
				continue;
			}
			//
			grid1->lodStitched = qtrue;
			stitched = qtrue;
			//
			numstitches += R_TryStitchingPatch( i );
		}
	}
	while ( stitched );
	ri.Printf( PRINT_ALL, "stitched %d LoD cracks\n", numstitches );
}

/*
===============
R_MovePatchSurfacesToHunk
===============
*/
void R_MovePatchSurfacesToHunk( void ) {
	int i, size;
	srfGridMesh_t *grid, *hunkgrid;

	for ( i = 0; i < s_worldData.numsurfaces; i++ ) {
		//
		grid = (srfGridMesh_t *) s_worldData.surfaces[i].data;
		// if this surface is not a grid
		if ( grid->surfaceType != SF_GRID ) {
			continue;
		}
		//
		size = ( grid->width * grid->height - 1 ) * sizeof( drawVert_t ) + sizeof( *grid );
		hunkgrid = ri.Hunk_Alloc( size, h_low );
		Com_Memcpy( hunkgrid, grid, size );

		hunkgrid->widthLodError = ri.Hunk_Alloc( grid->width * 4, h_low );
		Com_Memcpy( hunkgrid->widthLodError, grid->widthLodError, grid->width * 4 );

		hunkgrid->heightLodError = ri.Hunk_Alloc( grid->height * 4, h_low );
		// rain - copy into hunkgrid instead of copying grid overtop of itself
		Com_Memcpy( hunkgrid->heightLodError, grid->heightLodError, grid->height * 4 );

		R_FreeSurfaceGridMesh( grid );

		s_worldData.surfaces[i].data = (void *) hunkgrid;
	}
}

/*
===============
R_LoadSurfaces
===============
*/
static void R_LoadSurfaces( lump_t *surfs, lump_t *verts, lump_t *indexLump ) {
	dsurface_t  *in;
	msurface_t  *out;
	drawVert_t  *dv;
	int         *indexes;
	int count;
	int numFaces, numMeshes, numTriSurfs, numFlares, numFoliage;
	int i;

	numFaces = 0;
	numMeshes = 0;
	numTriSurfs = 0;
	numFlares = 0;
	numFoliage = 0;

	in = ( void * )( fileBase + surfs->fileofs );
	if ( surfs->filelen % sizeof( *in ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}
	count = surfs->filelen / sizeof( *in );

	dv = ( void * )( fileBase + verts->fileofs );
	if ( verts->filelen % sizeof( *dv ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}

	indexes = ( void * )( fileBase + indexLump->fileofs );
	if ( indexLump->filelen % sizeof( *indexes ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}

	out = ri.Hunk_Alloc( count * sizeof( *out ), h_low );

	s_worldData.surfaces = out;
	s_worldData.numsurfaces = count;

	// Ridah, init the surface memory. This is optimization, so we don't have to
	// look for memory for each surface, we allocate a big block and just chew it up
	// as we go
	R_InitSurfMemory();

	for ( i = 0 ; i < count ; i++, in++, out++ ) {
		switch ( LittleLong( in->surfaceType ) ) {
		case MST_PATCH:
			ParseMesh( in, dv, out );
			numMeshes++;
			break;
		case MST_TRIANGLE_SOUP:
			ParseTriSurf( in, dv, out, indexes );
			numTriSurfs++;
			break;
		case MST_PLANAR:
			// ydnar: faces and triangle surfaces are now homogenous
			//%	ParseFace( in, dv, out, indexes );
			ParseTriSurf( in, dv, out, indexes );
			numFaces++;
			break;
		case MST_FLARE:
			ParseFlare( in, dv, out, indexes );
			numFlares++;
			break;
		case MST_FOLIAGE:   // ydnar
			ParseFoliage( in, dv, out, indexes );
			numFoliage++;
			break;
		default:
			ri.Error( ERR_DROP, "Bad surfaceType" );
		}
	}

#ifdef PATCH_STITCHING
	R_StitchAllPatches();
#endif

	R_FixSharedVertexLodError();

#ifdef PATCH_STITCHING
	R_MovePatchSurfacesToHunk();
#endif

	ri.Printf( PRINT_ALL, "...loaded %d faces, %i meshes, %i trisurfs, %i flares %i foliage\n",
			   numFaces, numMeshes, numTriSurfs, numFlares, numFoliage );
}



/*
=================
R_LoadSubmodels
=================
*/
static void R_LoadSubmodels( lump_t *l ) {
	dmodel_t    *in;
	bmodel_t    *out;
	int i, j, count;

	in = ( void * )( fileBase + l->fileofs );
	if ( l->filelen % sizeof( *in ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}
	count = l->filelen / sizeof( *in );

	s_worldData.numBModels = count;

	s_worldData.bmodels = out = ri.Hunk_Alloc( count * sizeof( *out ), h_low );

	for ( i = 0 ; i < count ; i++, in++, out++ ) {
		model_t *model;

		model = R_AllocModel();

		assert( model != NULL );            // this should never happen

		model->type = MOD_BRUSH;
		model->model.bmodel = out;
		Com_sprintf( model->name, sizeof( model->name ), "*%d", i );

		for ( j = 0 ; j < 3 ; j++ ) {
			out->bounds[0][j] = LittleFloat( in->mins[j] );
			out->bounds[1][j] = LittleFloat( in->maxs[j] );
		}

		out->firstSurface = s_worldData.surfaces + LittleLong( in->firstSurface );
		out->numSurfaces = LittleLong( in->numSurfaces );

		// ydnar: for attaching fog brushes to models
		out->firstBrush = LittleLong( in->firstBrush );
		out->numBrushes = LittleLong( in->numBrushes );

		// ydnar: allocate decal memory
		j = ( i == 0 ? MAX_WORLD_DECALS : MAX_ENTITY_DECALS );
		out->decals = ri.Hunk_Alloc( j * sizeof( *out->decals ), h_low );
		memset( out->decals, 0, j * sizeof( *out->decals ) );
	}
}



//==================================================================

/*
=================
R_SetParent
=================
*/

static void R_SetParent( mnode_t *node, mnode_t *parent ) {
	//  set parent
	node->parent = parent;

	// handle leaf nodes
	if ( node->contents != -1 ) {
		// add node surfaces to bounds
		if ( node->nummarksurfaces > 0 ) {
			int c;
			msurface_t      **mark;
			srfGeneric_t    *gen;


			// add node surfaces to bounds
			mark = node->firstmarksurface;
			c = node->nummarksurfaces;
			while ( c-- )
			{
				gen = ( srfGeneric_t* )( **mark ).data;
				if ( gen->surfaceType != SF_FACE &&
					 gen->surfaceType != SF_GRID &&
					 gen->surfaceType != SF_TRIANGLES &&
					 gen->surfaceType != SF_FOLIAGE ) {
					continue;
				}
				AddPointToBounds( gen->bounds[ 0 ], node->surfMins, node->surfMaxs );
				AddPointToBounds( gen->bounds[ 1 ], node->surfMins, node->surfMaxs );
				mark++;
			}
		}

		// go back
		return;
	}

	// recurse to child nodes
	R_SetParent( node->children[ 0 ], node );
	R_SetParent( node->children[ 1 ], node );

	// ydnar: surface bounds
	AddPointToBounds( node->children[ 0 ]->surfMins, node->surfMins, node->surfMaxs );
	AddPointToBounds( node->children[ 0 ]->surfMins, node->surfMins, node->surfMaxs );
	AddPointToBounds( node->children[ 1 ]->surfMins, node->surfMins, node->surfMaxs );
	AddPointToBounds( node->children[ 1 ]->surfMaxs, node->surfMins, node->surfMaxs );
}

/*
=================
R_LoadNodesAndLeafs
=================
*/
static void R_LoadNodesAndLeafs( lump_t *nodeLump, lump_t *leafLump ) {
	int i, j, p;
	dnode_t     *in;
	dleaf_t     *inLeaf;
	mnode_t     *out;
	int numNodes, numLeafs;

	in = ( void * )( fileBase + nodeLump->fileofs );
	if ( nodeLump->filelen % sizeof( dnode_t ) ||
		 leafLump->filelen % sizeof( dleaf_t ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}
	numNodes = nodeLump->filelen / sizeof( dnode_t );
	numLeafs = leafLump->filelen / sizeof( dleaf_t );

	out = ri.Hunk_Alloc( ( numNodes + numLeafs ) * sizeof( *out ), h_low );

	s_worldData.nodes = out;
	s_worldData.numnodes = numNodes + numLeafs;
	s_worldData.numDecisionNodes = numNodes;

	// ydnar: skybox optimization
	s_worldData.numSkyNodes = 0;
	s_worldData.skyNodes = ri.Hunk_Alloc( WORLD_MAX_SKY_NODES * sizeof( *s_worldData.skyNodes ), h_low );

	// load nodes
	for ( i = 0 ; i < numNodes; i++, in++, out++ )
	{
		for ( j = 0 ; j < 3 ; j++ )
		{
			out->mins[j] = LittleLong( in->mins[j] );
			out->maxs[j] = LittleLong( in->maxs[j] );
		}

		// ydnar: surface bounds
		VectorCopy( out->mins, out->surfMins );
		VectorCopy( out->maxs, out->surfMaxs );

		p = LittleLong( in->planeNum );
		out->plane = s_worldData.planes + p;

		out->contents = CONTENTS_NODE;  // differentiate from leafs

		for ( j = 0 ; j < 2 ; j++ )
		{
			p = LittleLong( in->children[j] );
			if ( p >= 0 ) {
				out->children[j] = s_worldData.nodes + p;
			} else {
				out->children[j] = s_worldData.nodes + numNodes + ( -1 - p );
			}
		}
	}

	// load leafs
	inLeaf = ( void * )( fileBase + leafLump->fileofs );
	for ( i = 0 ; i < numLeafs ; i++, inLeaf++, out++ )
	{
		for ( j = 0 ; j < 3 ; j++ )
		{
			out->mins[j] = LittleLong( inLeaf->mins[j] );
			out->maxs[j] = LittleLong( inLeaf->maxs[j] );
		}

		// ydnar: surface bounds
		ClearBounds( out->surfMins, out->surfMaxs );

		out->cluster = LittleLong( inLeaf->cluster );
		out->area = LittleLong( inLeaf->area );

		if ( out->cluster >= s_worldData.numClusters ) {
			s_worldData.numClusters = out->cluster + 1;
		}

		out->firstmarksurface = s_worldData.marksurfaces +
								LittleLong( inLeaf->firstLeafSurface );
		out->nummarksurfaces = LittleLong( inLeaf->numLeafSurfaces );
	}

	// chain decendants
	R_SetParent( s_worldData.nodes, NULL );
}

//=============================================================================

/*
=================
R_LoadShaders
=================
*/
static void R_LoadShaders( lump_t *l ) {
	int i, count;
	dshader_t   *in, *out;

	in = ( void * )( fileBase + l->fileofs );
	if ( l->filelen % sizeof( *in ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}
	count = l->filelen / sizeof( *in );
	out = ri.Hunk_Alloc( count * sizeof( *out ), h_low );

	s_worldData.shaders = out;
	s_worldData.numShaders = count;

	memcpy( out, in, count * sizeof( *out ) );

	for ( i = 0 ; i < count ; i++ ) {
		out[i].surfaceFlags = LittleLong( out[i].surfaceFlags );
		out[i].contentFlags = LittleLong( out[i].contentFlags );
	}
}


/*
=================
R_LoadMarksurfaces
=================
*/
static void R_LoadMarksurfaces( lump_t *l ) {
	int i, j, count;
	int     *in;
	msurface_t **out;

	in = ( void * )( fileBase + l->fileofs );
	if ( l->filelen % sizeof( *in ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}
	count = l->filelen / sizeof( *in );
	out = ri.Hunk_Alloc( count * sizeof( *out ), h_low );

	s_worldData.marksurfaces = out;
	s_worldData.nummarksurfaces = count;

	for ( i = 0 ; i < count ; i++ )
	{
		j = LittleLong( in[i] );
		out[i] = s_worldData.surfaces + j;
	}
}


/*
=================
R_LoadPlanes
=================
*/
static void R_LoadPlanes( lump_t *l ) {
	int i, j;
	cplane_t    *out;
	dplane_t    *in;
	int count;
	int bits;

	in = ( void * )( fileBase + l->fileofs );
	if ( l->filelen % sizeof( *in ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}
	count = l->filelen / sizeof( *in );
	out = ri.Hunk_Alloc( count * 2 * sizeof( *out ), h_low );

	s_worldData.planes = out;
	s_worldData.numplanes = count;

	for ( i = 0 ; i < count ; i++, in++, out++ ) {
		bits = 0;
		for ( j = 0 ; j < 3 ; j++ ) {
			out->normal[j] = LittleFloat( in->normal[j] );
			if ( out->normal[j] < 0 ) {
				bits |= 1 << j;
			}
		}

		out->dist = LittleFloat( in->dist );
		out->type = PlaneTypeForNormal( out->normal );
		out->signbits = bits;
	}
}

/*
=================
R_LoadFogs

=================
*/
static void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump ) {
	int i, j;
	fog_t       *out;
	dfog_t      *fogs;
	dbrush_t    *brushes, *brush;
	dbrushside_t    *sides;
	int count, brushesCount, sidesCount;
	int sideNum;
	int planeNum;
	shader_t    *shader;
	int firstSide = 0;

	fogs = ( void * )( fileBase + l->fileofs );
	if ( l->filelen % sizeof( *fogs ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}
	count = l->filelen / sizeof( *fogs );

	// create fog strucutres for them
	s_worldData.numfogs = count + 1;
	s_worldData.fogs = ri.Hunk_Alloc( s_worldData.numfogs * sizeof( *out ), h_low );
	out = s_worldData.fogs + 1;

	// ydnar: reset global fog
	s_worldData.globalFog = -1;

	if ( !count ) {
		return;
	}

	brushes = ( void * )( fileBase + brushesLump->fileofs );
	if ( brushesLump->filelen % sizeof( *brushes ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}
	brushesCount = brushesLump->filelen / sizeof( *brushes );

	sides = ( void * )( fileBase + sidesLump->fileofs );
	if ( sidesLump->filelen % sizeof( *sides ) ) {
		ri.Error( ERR_DROP, "LoadMap: funny lump size in %s",s_worldData.name );
	}
	sidesCount = sidesLump->filelen / sizeof( *sides );

	for ( i = 0 ; i < count ; i++, fogs++ ) {
		out->originalBrushNumber = LittleLong( fogs->brushNum );

		// ydnar: global fog has a brush number of -1, and no visible side
		if ( out->originalBrushNumber == -1 ) {
			VectorSet( out->bounds[ 0 ], MIN_WORLD_COORD, MIN_WORLD_COORD, MIN_WORLD_COORD );
			VectorSet( out->bounds[ 1 ], MAX_WORLD_COORD, MAX_WORLD_COORD, MAX_WORLD_COORD );
		} else
		{
			if ( (unsigned)out->originalBrushNumber >= brushesCount ) {
				ri.Error( ERR_DROP, "fog brushNumber out of range" );
			}

			// ydnar: find which bsp submodel the fog volume belongs to
			for ( j = 0; j < s_worldData.numBModels; j++ )
			{
				if ( out->originalBrushNumber >= s_worldData.bmodels[ j ].firstBrush &&
					 out->originalBrushNumber < ( s_worldData.bmodels[ j ].firstBrush + s_worldData.bmodels[ j ].numBrushes ) ) {
					out->modelNum = j;
					break;
				}
			}

			brush = brushes + out->originalBrushNumber;

			firstSide = LittleLong( brush->firstSide );

			if ( (unsigned)firstSide > sidesCount - 6 ) {
				ri.Error( ERR_DROP, "fog brush sideNumber out of range" );
			}

			// brushes are always sorted with the axial sides first
			sideNum = firstSide + 0;
			planeNum = LittleLong( sides[ sideNum ].planeNum );
			out->bounds[0][0] = -s_worldData.planes[ planeNum ].dist;

			sideNum = firstSide + 1;
			planeNum = LittleLong( sides[ sideNum ].planeNum );
			out->bounds[1][0] = s_worldData.planes[ planeNum ].dist;

			sideNum = firstSide + 2;
			planeNum = LittleLong( sides[ sideNum ].planeNum );
			out->bounds[0][1] = -s_worldData.planes[ planeNum ].dist;

			sideNum = firstSide + 3;
			planeNum = LittleLong( sides[ sideNum ].planeNum );
			out->bounds[1][1] = s_worldData.planes[ planeNum ].dist;

			sideNum = firstSide + 4;
			planeNum = LittleLong( sides[ sideNum ].planeNum );
			out->bounds[0][2] = -s_worldData.planes[ planeNum ].dist;

			sideNum = firstSide + 5;
			planeNum = LittleLong( sides[ sideNum ].planeNum );
			out->bounds[1][2] = s_worldData.planes[ planeNum ].dist;
		}

		// get information from the shader for fog parameters
		shader = R_FindShader( fogs->shader, LIGHTMAP_NONE, qtrue );

		out->parms = shader->fogParms;

		// Arnout: colorInt is now set in the shader so we can modify it
		out->shader = shader;

		// ydnar: global fog sets clearcolor/zfar
		if ( out->originalBrushNumber == -1 ) {
			s_worldData.globalFog = i + 1;
			VectorCopy( shader->fogParms.color, s_worldData.globalOriginalFog );
			s_worldData.globalOriginalFog[ 3 ] =  shader->fogParms.depthForOpaque;
		}

		// set the gradient vector
		sideNum = LittleLong( fogs->visibleSide );

		// ydnar: made this check a little more strenuous (was sideNum == -1)
		if ( sideNum < 0 || sideNum >= sidesCount ) {
			out->hasSurface = qfalse;
		} else {
			out->hasSurface = qtrue;
			planeNum = LittleLong( sides[ firstSide + sideNum ].planeNum );
			VectorSubtract( vec3_origin, s_worldData.planes[ planeNum ].normal, out->surface );
			out->surface[3] = -s_worldData.planes[ planeNum ].dist;
		}

		out++;
	}

}


/*
==============
R_FindLightGridBounds
==============
*/
void R_FindLightGridBounds( vec3_t mins, vec3_t maxs ) {
	world_t *w;
	msurface_t  *surf;
	srfSurfaceFace_t *surfFace;
//	cplane_t	*plane;
	struct shader_s     *shd;

	qboolean foundGridBrushes = qfalse;
	int i,j;

	w = &s_worldData;

//----(SA)	temp - disable this whole thing for now
	VectorCopy( w->bmodels[0].bounds[0], mins );
	VectorCopy( w->bmodels[0].bounds[1], maxs );
	return;
//----(SA)	temp





	ClearBounds( mins, maxs );

// wrong!
	for ( i = 0; i < w->bmodels[0].numSurfaces; i++ ) {
		surf = w->bmodels[0].firstSurface + i;
		shd = surf->shader;

		if ( !( *surf->data == SF_FACE ) ) {
			continue;
		}

		if ( !( shd->contentFlags & CONTENTS_LIGHTGRID ) ) {
			continue;
		}

		foundGridBrushes = qtrue;
	}


// wrong!
	for ( i = 0; i < w->numsurfaces; i++ ) {
		surf = &w->surfaces[i];
		shd = surf->shader;
		if ( !( *surf->data == SF_FACE ) ) {
			continue;
		}

		if ( !( shd->contentFlags & CONTENTS_LIGHTGRID ) ) {
			continue;
		}

		foundGridBrushes = qtrue;

		surfFace = ( srfSurfaceFace_t * )surf->data;

		for ( j = 0; j < surfFace->numPoints; j++ ) {
			AddPointToBounds( surfFace->points[j], mins, maxs );
		}

	}

	// go through brushes looking for lightgrid
//	for ( i = 0 ; i < numbrushes ; i++ ) {
//		db = &dbrushes[i];
//
//		if (!(dshaders[db->shaderNum].contentFlags & CONTENTS_LIGHTGRID)) {
//			continue;
//		}
//
//		foundGridBrushes = qtrue;
//
//		// go through light grid surfaces for bounds
//		for ( j = 0 ; j < db->numSides ; j++ ) {
//			s = &dbrushsides[ db->firstSide + j ];
//
//			surfmin[0] = -dplanes[ dbrushsides[ db->firstSide + 0 ].planeNum ].dist - 1;
//			surfmin[1] = -dplanes[ dbrushsides[ db->firstSide + 2 ].planeNum ].dist - 1;
//			surfmin[2] = -dplanes[ dbrushsides[ db->firstSide + 4 ].planeNum ].dist - 1;
//			surfmax[0] = dplanes[ dbrushsides[ db->firstSide + 1 ].planeNum ].dist + 1;
//			surfmax[1] = dplanes[ dbrushsides[ db->firstSide + 3 ].planeNum ].dist + 1;
//			surfmax[2] = dplanes[ dbrushsides[ db->firstSide + 5 ].planeNum ].dist + 1;
//			AddPointToBounds (surfmin, mins, maxs);
//			AddPointToBounds (surfmax, mins, maxs);
//		}
//	}


//----(SA)	temp
	foundGridBrushes = qfalse;  // disable this whole thing for now
//----(SA)	temp

	if ( !foundGridBrushes ) {
		VectorCopy( w->bmodels[0].bounds[0], mins );
		VectorCopy( w->bmodels[0].bounds[1], maxs );
	}
}

/*
================
R_LoadLightGrid

================
*/
void R_LoadLightGrid( lump_t *l ) {
	int i;
	vec3_t maxs;
	int numGridPoints;
	world_t *w;
//	float	*wMins, *wMaxs;
	vec3_t wMins, wMaxs;

	w = &s_worldData;

	w->lightGridInverseSize[0] = 1.0 / w->lightGridSize[0];
	w->lightGridInverseSize[1] = 1.0 / w->lightGridSize[1];
	w->lightGridInverseSize[2] = 1.0 / w->lightGridSize[2];

//----(SA)	modified
	R_FindLightGridBounds( wMins, wMaxs );
//	wMins = w->bmodels[0].bounds[0];
//	wMaxs = w->bmodels[0].bounds[1];
//----(SA)	end

	for ( i = 0 ; i < 3 ; i++ ) {
		w->lightGridOrigin[i] = w->lightGridSize[i] * ceil( wMins[i] / w->lightGridSize[i] );
		maxs[i] = w->lightGridSize[i] * floor( wMaxs[i] / w->lightGridSize[i] );
		w->lightGridBounds[i] = ( maxs[i] - w->lightGridOrigin[i] ) / w->lightGridSize[i] + 1;
	}

	numGridPoints = w->lightGridBounds[0] * w->lightGridBounds[1] * w->lightGridBounds[2];

	if ( l->filelen != numGridPoints * 8 ) {
		ri.Printf( PRINT_WARNING, "WARNING: light grid mismatch\n" );
		w->lightGridData = NULL;
		return;
	}

	w->lightGridData = ri.Hunk_Alloc( l->filelen, h_low );
	memcpy( w->lightGridData, ( void * )( fileBase + l->fileofs ), l->filelen );

	// deal with overbright bits
	for ( i = 0 ; i < numGridPoints ; i++ ) {
		R_ColorShiftLightingBytes( &w->lightGridData[i * 8], &w->lightGridData[i * 8] );
		R_ColorShiftLightingBytes( &w->lightGridData[i * 8 + 3], &w->lightGridData[i * 8 + 3] );
	}
}

/*
================
R_LoadEntities
================
*/
void R_LoadEntities( lump_t *l ) {
	char *p, *token, *s;
	char keyname[MAX_TOKEN_CHARS];
	char value[MAX_TOKEN_CHARS];
	world_t *w;

	w = &s_worldData;
	w->lightGridSize[0] = 64;
	w->lightGridSize[1] = 64;
	w->lightGridSize[2] = 128;

	p = ( char * )( fileBase + l->fileofs );

	// store for reference by the cgame
	w->entityString = ri.Hunk_Alloc( l->filelen + 1, h_low );
	strcpy( w->entityString, p );
	w->entityParsePoint = w->entityString;

	token = COM_ParseExt( &p, qtrue );
	if ( !*token || *token != '{' ) {
		return;
	}

	// only parse the world spawn
	while ( 1 ) {
		// parse key
		token = COM_ParseExt( &p, qtrue );

		if ( !*token || *token == '}' ) {
			break;
		}
		Q_strncpyz( keyname, token, sizeof( keyname ) );

		// parse value
		token = COM_ParseExt( &p, qtrue );

		if ( !*token || *token == '}' ) {
			break;
		}
		Q_strncpyz( value, token, sizeof( value ) );

		// check for remapping of shaders
		s = "remapshader";
		if ( !Q_strncmp( keyname, s, strlen( s ) ) ) {
			s = strchr( value, ';' );
			if ( !s ) {
				ri.Printf( PRINT_WARNING, "WARNING: no semi colon in shaderremap '%s'\n", value );
				break;
			}
			*s++ = 0;
			R_RemapShader( value, s, "0" );
			continue;
		}
		// check for a different grid size
		if ( !Q_stricmp( keyname, "gridsize" ) ) {
			sscanf( value, "%f %f %f", &w->lightGridSize[0], &w->lightGridSize[1], &w->lightGridSize[2] );
			continue;
		}
	}
}

/*
=================
R_GetEntityToken
=================
*/
qboolean R_GetEntityToken( char *buffer, int size ) {
	const char  *s;

	s = COM_Parse( &s_worldData.entityParsePoint );
	Q_strncpyz( buffer, s, size );
	if ( !s_worldData.entityParsePoint || !s[0] ) {
		s_worldData.entityParsePoint = s_worldData.entityString;
		return qfalse;
	} else {
		return qtrue;
	}
}

/*
=================
RE_LoadWorldMap

Called directly from cgame
=================
*/
void RE_LoadWorldMap( const char *name ) {
	int i;
	dheader_t   *header;
	byte        *buffer;
	byte        *startMarker;

	skyboxportal = 0;

	if ( tr.worldMapLoaded ) {
		ri.Error( ERR_DROP, "ERROR: attempted to redundantly load world map\n" );
	}

	// set default sun direction to be used if it isn't
	// overridden by a shader
	tr.sunDirection[0] = 0.45;
	tr.sunDirection[1] = 0.3;
	tr.sunDirection[2] = 0.9;

	tr.sunShader = 0;   // clear sunshader so it's not there if the level doesn't specify it

	// inalidate fogs (likely to be re-initialized to new values by the current map)
	// TODO:(SA)this is sort of silly.  I'm going to do a general cleanup on fog stuff
	//			now that I can see how it's been used.  (functionality can narrow since
	//			it's not used as much as it's designed for.)
	R_SetFog( FOG_SKY,       0, 0, 0, 0, 0, 0 );
	R_SetFog( FOG_PORTALVIEW,0, 0, 0, 0, 0, 0 );
	R_SetFog( FOG_HUD,       0, 0, 0, 0, 0, 0 );
	R_SetFog( FOG_MAP,       0, 0, 0, 0, 0, 0 );
	R_SetFog( FOG_CURRENT,   0, 0, 0, 0, 0, 0 );
	R_SetFog( FOG_TARGET,    0, 0, 0, 0, 0, 0 );
	R_SetFog( FOG_WATER,     0, 0, 0, 0, 0, 0 );
	R_SetFog( FOG_SERVER,    0, 0, 0, 0, 0, 0 );

	VectorNormalize( tr.sunDirection );

	tr.worldMapLoaded = qtrue;
	tr.worldDir = NULL;

	// load it
	ri.FS_ReadFile( name, (void **)&buffer );
	if ( !buffer ) {
		ri.Error( ERR_DROP, "RE_LoadWorldMap: %s not found", name );
	}

	// ydnar: set map meta dir
	tr.worldDir = CopyString( name );
	COM_StripExtension( tr.worldDir, tr.worldDir );

	// clear tr.world so if the level fails to load, the next
	// try will not look at the partially loaded version
	tr.world = NULL;

	memset( &s_worldData, 0, sizeof( s_worldData ) );
	Q_strncpyz( s_worldData.name, name, sizeof( s_worldData.name ) );

	Q_strncpyz( s_worldData.baseName, COM_SkipPath( s_worldData.name ), sizeof( s_worldData.name ) );
	COM_StripExtension( s_worldData.baseName, s_worldData.baseName );

	startMarker = ri.Hunk_Alloc( 0, h_low );
	c_gridVerts = 0;

	header = (dheader_t *)buffer;
	fileBase = (byte *)header;

	i = LittleLong( header->version );
	if ( i != BSP_VERSION ) {
		ri.Error( ERR_DROP, "RE_LoadWorldMap: %s has wrong version number (%i should be %i)",
				  name, i, BSP_VERSION );
	}

	// swap all the lumps
	for ( i = 0 ; i < sizeof( dheader_t ) / 4 ; i++ ) {
		( (int *)header )[i] = LittleLong( ( (int *)header )[i] );
	}

	// load into heap
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	R_LoadShaders( &header->lumps[LUMP_SHADERS] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	R_LoadLightmaps( &header->lumps[LUMP_LIGHTMAPS] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	R_LoadPlanes( &header->lumps[LUMP_PLANES] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	//%	R_LoadFogs( &header->lumps[LUMP_FOGS], &header->lumps[LUMP_BRUSHES], &header->lumps[LUMP_BRUSHSIDES] );
	//%	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	R_LoadSurfaces( &header->lumps[LUMP_SURFACES], &header->lumps[LUMP_DRAWVERTS], &header->lumps[LUMP_DRAWINDEXES] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	R_LoadMarksurfaces( &header->lumps[LUMP_LEAFSURFACES] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	R_LoadNodesAndLeafs( &header->lumps[LUMP_NODES], &header->lumps[LUMP_LEAFS] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	R_LoadSubmodels( &header->lumps[LUMP_MODELS] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );

	// moved fog lump loading here, so fogs can be tagged with a model num
	R_LoadFogs( &header->lumps[LUMP_FOGS], &header->lumps[LUMP_BRUSHES], &header->lumps[LUMP_BRUSHSIDES] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );

	R_LoadVisibility( &header->lumps[LUMP_VISIBILITY] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	R_LoadEntities( &header->lumps[LUMP_ENTITIES] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );
	R_LoadLightGrid( &header->lumps[LUMP_LIGHTGRID] );
	ri.Cmd_ExecuteText( EXEC_NOW, "updatescreen\n" );

	s_worldData.dataSize = (byte *)ri.Hunk_Alloc( 0, h_low ) - startMarker;

	// only set tr.world now that we know the entire level has loaded properly
	tr.world = &s_worldData;

	// reset fog to world fog (if present)
	R_SetFog( FOG_CMD_SWITCHFOG, FOG_MAP,20,0,0,0,0 );

//----(SA)	set the sun shader if there is one
	if ( tr.sunShaderName ) {
		tr.sunShader = R_FindShader( tr.sunShaderName, LIGHTMAP_NONE, qtrue );
	}

//----(SA)	end
	ri.FS_FreeFile( buffer );
}

