#include "quakedef.h"

#ifdef HALFLIFEMODELS

#include "glquake.h"
/*
 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    Half-Life Model Renderer (Experimental) Copyright (C) 2001 James 'Ender' Brown [ender@quakesrc.org] This program is
    free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
    published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
    This program 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 this program; if not, write
    to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. fromquake.h -
    
	render.c - apart from calculations (mostly range checking or value conversion code is a mix of standard Quake 1 
	meshing, and vertex deforms. The rendering loop uses standard Quake 1 drawing, after SetupBones deforms the vertex.
 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



  Also, please note that it won't do all hl models....
  Nor will it work 100%
 */
#include "model_hl.h"

void VectorTransform (const vec3_t in1, const float in2[3][4], vec3_t out);

void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM)
{
    GLM[0][0] = 1 - 2 * y * y - 2 * z * z;
    GLM[1][0] = 2 * x * y + 2 * w * z;
    GLM[2][0] = 2 * x * z - 2 * w * y;
    GLM[0][1] = 2 * x * y - 2 * w * z;
    GLM[1][1] = 1 - 2 * x * x - 2 * z * z;
    GLM[2][1] = 2 * y * z + 2 * w * x;
    GLM[0][2] = 2 * x * z + 2 * w * y;
    GLM[1][2] = 2 * y * z - 2 * w * x;
    GLM[2][2] = 1 - 2 * x * x - 2 * y * y;
}

/*
 =======================================================================================================================
    QuaternionGLAngle - Convert a GL angle to a quaternion matrix
 =======================================================================================================================
 */
void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion)
{
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
    float	yaw = angles[2] * 0.5;
    float	pitch = angles[1] * 0.5;
    float	roll = angles[0] * 0.5;
    float	siny = sin(yaw);
    float	cosy = cos(yaw);
    float	sinp = sin(pitch);
    float	cosp = cos(pitch);
    float	sinr = sin(roll);
    float	cosr = cos(roll);
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

    quaternion[0] = sinr * cosp * cosy - cosr * sinp * siny;
    quaternion[1] = cosr * sinp * cosy + sinr * cosp * siny;
    quaternion[2] = cosr * cosp * siny - sinr * sinp * cosy;
    quaternion[3] = cosr * cosp * cosy + sinr * sinp * siny;
}





float			transform_matrix[128][3][4];	/* Vertex transformation matrix */

void GL_Draw_HL_AliasFrame(short *order, vec3_t *transformed, float tex_w, float tex_h);

/*
 =======================================================================================================================
    Mod_LoadHLModel - read in the model's constituent parts
 =======================================================================================================================
 */
extern char loadname[];
void Mod_LoadHLModel (model_t *mod, void *buffer)
{
    /*~~*/
    int i;
	
	hlmodelcache_t *model;
	hlmdl_header_t *header;
	hlmdl_tex_t	*tex;
	hlmdl_bone_t	*bones;
	hlmdl_bonecontroller_t	*bonectls;

	int					start, end, total;
    /*~~*/


	//checksum the model

	if (!strcmp(mod->name, "progs/player.mdl") ||
		!strcmp(mod->name, "progs/eyes.mdl")) {
		unsigned short crc;
		qbyte *p;
		int len;
		char st[40];

		CRC_Init(&crc);
		for (len = com_filesize, p = buffer; len; len--, p++)
			CRC_ProcessByte(&crc, *p);
	
		sprintf(st, "%d", (int) crc);
		Info_SetValueForKey (cls.userinfo, 
			!strcmp(mod->name, "progs/player.mdl") ? pmodel_name : emodel_name,
			st, MAX_INFO_STRING);

		if (cls.state >= ca_connected)
		{
			CL_SendClientCommand(true, "setinfo %s %d", 
				!strcmp(mod->name, "progs/player.mdl") ? pmodel_name : emodel_name,
				(int)crc);
		}
	}
	
	start = Hunk_LowMark ();


	//load the model into hunk
	model = Hunk_Alloc(sizeof(hlmodelcache_t));

	header = Hunk_Alloc(com_filesize);
	memcpy(header, buffer, com_filesize);

	if (header->version != 10)
		Host_EndGame("Cannot load model %s - unknown version %i\n", mod->name, header->version);

    tex = (hlmdl_tex_t *) ((qbyte *) header + header->textures);
    bones = (hlmdl_bone_t *) ((qbyte *) header + header->boneindex);
    bonectls = (hlmdl_bonecontroller_t *) ((qbyte *) header + header->controllerindex);


/*	won't work - doesn't know exact sizes.

	header = Hunk_Alloc(sizeof(hlmdl_header_t));
	memcpy(header, (hlmdl_header_t *) buffer, sizeof(hlmdl_header_t));

	tex = Hunk_Alloc(sizeof(hlmdl_tex_t)*header->numtextures);
	memcpy(tex, (hlmdl_tex_t *) buffer, sizeof(hlmdl_tex_t)*header->numtextures);

	bones = Hunk_Alloc(sizeof(hlmdl_bone_t)*header->numtextures);
	memcpy(bones, (hlmdl_bone_t *) buffer, sizeof(hlmdl_bone_t)*header->numbones);

	bonectls = Hunk_Alloc(sizeof(hlmdl_bonecontroller_t)*header->numcontrollers);
	memcpy(bonectls, (hlmdl_bonecontroller_t *) buffer, sizeof(hlmdl_bonecontroller_t)*header->numcontrollers);
*/

	model->header = (char *)header - (char *)model;
	model->textures = (char *)tex - (char *)model;
	model->bones = (char *)bones - (char *)model;
	model->bonectls = (char *)bonectls - (char *)model;

    for(i = 0; i < header->numtextures; i++)
    {
        tex[i].i = GL_LoadTexture8Pal24("", tex[i].w, tex[i].h, (qbyte *) header + tex[i].i, (qbyte *) header + tex[i].w * tex[i].h + tex[i].i, true, false);
    }


//
// move the complete, relocatable alias model to the cache
//	
	end = Hunk_LowMark ();
	total = end - start;

	mod->type = mod_halflife;
	
	Cache_Alloc (&mod->cache, total, loadname);
	if (!mod->cache.data)
		return;
	memcpy (mod->cache.data, model, total);

	Hunk_FreeToLowMark (start);
}

/*
 =======================================================================================================================
    HL_CurSequence - return the current sequence
 =======================================================================================================================
 */
int HL_CurSequence(hlmodel_t model)
{
    return model.sequence;
}

/*
 =======================================================================================================================
    HL_NewSequence - animation control (just some range checking really)
 =======================================================================================================================
 */
int HL_NewSequence(hlmodel_t *model, int _inew)
{
    if(_inew < 0)
        _inew = model->header->numseq - 1;
    else if(_inew >= model->header->numseq)
        _inew = 0;

    model->sequence = _inew;
    model->frame = 0;
    {
        /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
        hlmdl_sequencelist_t	*pseqdesc;
        /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

        if(_inew == 0)
        {
            pseqdesc = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) + model->sequence;
        }
        else
        {
            pseqdesc = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) + model->sequence;
        }

        Sys_Printf("Current Sequence: %s\n", pseqdesc->name);
    }

    return model->sequence;
}

/*
 =======================================================================================================================
    HL_SetController - control where the model is facing (upper body usually)
 =======================================================================================================================
 */
void HL_SetController(hlmodel_t *model, int num, float value)
{
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
    int						real, limit;
    hlmdl_bonecontroller_t	*control = (hlmdl_bonecontroller_t *)
                                      ((qbyte *) model->header + model->header->controllerindex);
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

    if(num >= model->header->numcontrollers) return;

    if(num == 4)
    {
        limit = 64;
    }
    else
    {
        limit = 255;
    }

    if(control->type & (0x0008 | 0x0010 | 0x0020))
    {
        if(control->end < control->start) value = -value;

        if(control->start + 359.0 >= control->end)
        {
            if(value > ((control->start + control->end) / 2.0) + 180) value = value - 360;
            if(value < ((control->start + control->end) / 2.0) - 180) value = value + 360;
        }
        else
        {
            if(value > 360)
                value = value - (int) (value / 360.0) * 360.0;
            else if(value < 0)
                value = value + (int) ((value / -360.0) + 1) * 360.0;
        }
    }

    real = limit * (value - control[num].start) / (control[num].end - control[num].start);
    if(real < 0) real = 0;
    if(real > limit) real = limit;
    model->controller[num] = real;
}

/*
 =======================================================================================================================
    HL_CalculateBones - calculate bone positions - quaternion+vector in one function
 =======================================================================================================================
 */
void HL_CalculateBones
(
    int				offset,
    int				frame,
    vec4_t			adjust,
    hlmdl_bone_t	*bone,
    hlmdl_anim_t	*animation,
    float			*destination
)
{
    /*~~~~~~~~~~*/
    int		i;
    vec3_t	angle;
    /*~~~~~~~~~~*/

    /* For each vector */
    for(i = 0; i < 3; i++)
    {
        /*~~~~~~~~~~~~~~~*/
        int o = i + offset;        /* Take the value offset - allows quaternion & vector in one function */
        /*~~~~~~~~~~~~~~~*/

        angle[i] = bone->value[o];	/* Take the bone value */

        if(animation->offset[o] != 0)
        {
            /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
            int					tempframe = frame;
            hlmdl_animvalue_t	*animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[o]);
            /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

            /* find values including the required frame */
            while(animvalue->num.total <= tempframe)
            {
                tempframe -= animvalue->num.total;
                animvalue += animvalue->num.valid + 1;
            }
            if(animvalue->num.valid > tempframe)
            {
                if(animvalue->num.valid > (tempframe + 1))
                    angle[i] += animvalue[tempframe + 1].value * 1; // + 0 * animvalue[tempframe + 2].value * bone->scale[o];
                else
                    angle[i] = animvalue[animvalue->num.valid].value;
                angle[i] = bone->value[o] + angle[i] * bone->scale[o];
            }
            else
            {
                if(animvalue->num.total <= tempframe + 1)
                {
                    angle[i] +=
                        (animvalue[animvalue->num.valid].value * 1 +
                         0 * animvalue[animvalue->num.valid + 2].value) *
                        bone->scale[o];
                }
                else
                {
                    angle[i] += animvalue[animvalue->num.valid].value * bone->scale[o];
                }
            }
        }

        if(bone->bonecontroller[o] != -1) {	/* Add the programmable offset. */
            angle[i] += adjust[bone->bonecontroller[o]];
        }
    }

    if(offset < 3)
    {
        VectorCopy(angle, destination);			/* Just a standard vector */
    }
    else
    {
        QuaternionGLAngle(angle, destination);	/* A quaternion */
    }
}

/*
 =======================================================================================================================
    HL_CalcBoneAdj - Calculate the adjustment values for the programmable controllers
 =======================================================================================================================
 */
void HL_CalcBoneAdj(hlmodel_t *model)
{
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
    int						i;
    float					value;
    hlmdl_bonecontroller_t	*control = (hlmdl_bonecontroller_t *)
                                      ((qbyte *) model->header + model->header->controllerindex);
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

    for(i = 0; i < model->header->numcontrollers; i++)
    {
        /*~~~~~~~~~~~~~~~~~~~~~*/
        int j = control[i].index;
        /*~~~~~~~~~~~~~~~~~~~~~*/

        if(control[i].type & 0x8000)
        {
            value = model->controller[j] + control[i].start;
        }
        else
        {
            value = model->controller[j];
            if(value < 0)
                value = 0;
            else if(value > 1.0)
                value = 1.0;
            value = (1.0 - value) * control[i].start + value * control[i].end;
        }

        /* Rotational controllers need their values converted */
        if(control[i].type >= 0x0008 && control[i].type <= 0x0020)
            model->adjust[i] = M_PI * value / 180;
        else
            model->adjust[i] = value;
    }
}

/*
 =======================================================================================================================
    HL_SetupBones - determine where vertex should be using bone movements
 =======================================================================================================================
 */
void HL_SetupBones(hlmodel_t *model)
{
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
    int						i;
    float					matrix[3][4];
    static vec3_t			positions[128];
    static vec4_t			quaternions[128];
    hlmdl_sequencelist_t	*sequence = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) +
                                     model->sequence;
    hlmdl_sequencedata_t	*sequencedata = (hlmdl_sequencedata_t *)
                                         ((qbyte *) model->header + model->header->seqgroups) +
                                         sequence->seqindex;
    hlmdl_anim_t			*animation = (hlmdl_anim_t *)
                                ((qbyte *) model->header + sequencedata->data + sequence->index);
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

    HL_CalcBoneAdj(model);	/* Deal with programmable controllers */

    if(sequence->motiontype & 0x0001) positions[sequence->motionbone][0] = 0.0;
    if(sequence->motiontype & 0x0002) positions[sequence->motionbone][1] = 0.0;
    if(sequence->motiontype & 0x0004) positions[sequence->motionbone][2] = 0.0;

    /* Sys_Printf("Frame: %i\n", model->frame); */
    for(i = 0; i < model->header->numbones; i++)
    {
        /*
         * There are two vector offsets in the structure. The first seems to be the
         * positions of the bones, the second the quats of the bone matrix itself. We
         * convert it inside the routine - Inconsistant, but hey.. so's the whole model
         * format.
         */
        HL_CalculateBones(0, model->frame, model->adjust, model->bones + i, animation + i, positions[i]);
        HL_CalculateBones(3, model->frame, model->adjust, model->bones + i, animation + i, quaternions[i]);

        /* FIXME: Blend the bones and make them cry :) */
        QuaternionGLMatrix(quaternions[i][0], quaternions[i][1], quaternions[i][2], quaternions[i][3], matrix);
        matrix[0][3] = positions[i][0];
        matrix[1][3] = positions[i][1];
        matrix[2][3] = positions[i][2];

        /* If we have a parent, take the addition. Otherwise just copy the values */
        if(model->bones[i].parent>=0)
        {
            R_ConcatTransforms(transform_matrix[model->bones[i].parent], matrix, transform_matrix[i]);
        }
        else
        {
            memcpy(transform_matrix[i], matrix, 12 * sizeof(float));
        }
    }
}

/*
 =======================================================================================================================
    R_Draw_HL_AliasModel - main drawing function
 =======================================================================================================================
 */
void R_DrawHLModel(entity_t	*curent)
{
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
	hlmodelcache_t *modelc = Mod_Extradata(curent->model);
	hlmodel_t model;
    int						b, m, v;
    short					*skins;
    hlmdl_sequencelist_t	*sequence;
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

	//general model
	model.header	= (hlmdl_header_t *)			((char *)modelc + modelc->header);
	model.textures	= (hlmdl_tex_t *)				((char *)modelc + modelc->textures);
	model.bones		= (hlmdl_bone_t *)				((char *)modelc + modelc->bones);
	model.bonectls	= (hlmdl_bonecontroller_t *)	((char *)modelc + modelc->bonectls);

	//specific to entity
	model.sequence	= curent->frame;
	model.frame		= 0;
	model.frametime	= 0;

	HL_NewSequence(&model, curent->frame);

    skins = (short *) ((qbyte *) model.header + model.header->skins);
    sequence = (hlmdl_sequencelist_t *) ((qbyte *) model.header + model.header->seqindex) +
                                     model.sequence;

	model.controller[0] = curent->bonecontrols[0];
	model.controller[1] = curent->bonecontrols[1];
	model.controller[2] = curent->bonecontrols[2];
	model.controller[3] = curent->bonecontrols[3];
	model.controller[4] = 0;//sin(cl.time)*127+127;

	model.frametime += (cl.time - cl.lerpents[curent->keynum].framechange)*sequence->timing;

	if (model.frametime>=1)
	{
		model.frame += (int) model.frametime;
		model.frametime -= (int)model.frametime;
	}

	if (!sequence->numframes)
		return;
    if(model.frame >= sequence->numframes)
		model.frame %= sequence->numframes;

	if (sequence->motiontype)
		model.frame = sequence->numframes-1;

	GL_TexEnv(GL_MODULATE);

	if (curent->alpha<1)
	{
		qglEnable(GL_BLEND);
	}
	else
	{
		qglDisable(GL_BLEND);
	}
	qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

//	Con_Printf("%s %i\n", sequence->name, sequence->unknown1[0]);

    qglPushMatrix();

	{
		vec3_t difuse, ambient, ldir;
		cl.worldmodel->funcs.LightPointValues(curent->origin, difuse, ambient, ldir);
		qglColor4f(difuse[0]/255+ambient[0]/255, difuse[1]/255+ambient[1]/255, difuse[2]/255+ambient[2]/255, curent->alpha);
	}

    R_RotateForEntity (curent);

    HL_SetupBones(&model);	/* Setup the bones */

    /* Manipulate each mesh directly */
    for(b = 0; b < model.header->numbodyparts; b++)
    {
        /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
        hlmdl_bodypart_t	*bodypart = (hlmdl_bodypart_t *) ((qbyte *) model.header + model.header->bodypartindex) +
                                     b;
        int					bodyindex = (0 / bodypart->base) % bodypart->nummodels;
        hlmdl_model_t		*amodel = (hlmdl_model_t *) ((qbyte *) model.header + bodypart->modelindex) + bodyindex;
        qbyte				*bone = ((qbyte *) model.header + amodel->vertinfoindex);
        vec3_t				*verts = (vec3_t *) ((qbyte *) model.header + amodel->vertindex);
        vec3_t				transformed[2048];

//		vec3_t				*norms = (vec3_t *) ((qbyte *) model.header + amodel->unknown3[2]);
//		vec3_t				transformednorms[2048];
        /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


        for(v = 0; v < amodel->numverts; v++)			// Transform per the matrix 
		{
            VectorTransform(verts[v], transform_matrix[bone[v]], transformed[v]);
//			glVertex3fv(verts[v]);
//			glVertex3f(	verts[v][0]+10*verts[v][0],
//						verts[v][1]+10*verts[v][1], 
//						verts[v][2]+10*verts[v][2]);
		}

		//Need to work out what we have!
		//raw data appears to be unit vectors
		//transformed gives some points on the skeleton.
		//what's also weird is that the meshes use these up!
/*		glDisable(GL_TEXTURE_2D);
		glBegin(GL_LINES);
		for(v = 0; v < amodel->unknown3[0]; v++)			// Transform per the matrix 
		{
			VectorTransform(norms[v], transform_matrix[bone[v]], transformednorms[v]);
			glVertex3fv(transformednorms[v]);
			glVertex3f(	transformednorms[v][0]+10*transformednorms[v][0],
						transformednorms[v][1]+10*transformednorms[v][1], 
						transformednorms[v][2]+10*transformednorms[v][2]);
		}
		glEnd();
		glEnable(GL_TEXTURE_2D);
*/
		

        /* Draw each mesh */
        for(m = 0; m < amodel->nummesh; m++)
        {
            /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
            hlmdl_mesh_t	*mesh = (hlmdl_mesh_t *) ((qbyte *) model.header + amodel->meshindex) + m;
            float			tex_w = 1.0f / model.textures[skins[mesh->skinindex]].w;
            float			tex_h = 1.0f / model.textures[skins[mesh->skinindex]].h;
            /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

            GL_Bind(model.textures[skins[mesh->skinindex]].i);
            GL_Draw_HL_AliasFrame((short *) ((qbyte *) model.header + mesh->index), transformed, tex_w, tex_h);
        }
    }

    qglPopMatrix();

	GL_TexEnv(GL_REPLACE);
}

/*
 =======================================================================================================================
    GL_Draw_HL_AliasFrame - clip and draw all triangles
 =======================================================================================================================
 */
void GL_Draw_HL_AliasFrame(short *order, vec3_t *transformed, float tex_w, float tex_h)
{
    /*~~~~~~~~~~*/
    int count = 0;
    /*~~~~~~~~~~*/

//	int c_tris=0;
//	int c_verts=0;
//	int c_chains=0;

    for(;;)
    {
        count = *order++;	/* get the vertex count and primitive type */
        if(!count) break;	/* done */

        if(count < 0)
        {
            count = -count;
            qglBegin(GL_TRIANGLE_FAN);
        }
        else
		{
            qglBegin(GL_TRIANGLE_STRIP);
		}
//		c_tris += count-2;
//		c_chains++;

        do
        {
            /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
            float	*verts = transformed[order[0]];
            /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/

            /* texture coordinates come from the draw list */
            qglTexCoord2f(order[2] * tex_w, order[3] * tex_h);
            order += 4;

            qglVertex3fv(verts);
//			c_verts++;
        } while(--count);

        qglEnd();
    }
}

#endif
