+static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
+{
+#if USEMESHBUFFER
+ int i;
+ surfvertex_t *v;
+ float *outv, *outc, *outst, *outuv, cl, ca, diff[3], f;
+ surfmesh_t *mesh;
+ rmeshbufferinfo_t m;
+
+ if (surf->dlightframe != r_framecount)
+ return;
+ if (currentrenderentity->effects & EF_FULLBRIGHT)
+ return;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ {
+ m.transparent = true;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.transparent = false;
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ m.depthwrite = false;
+ m.depthdisable = false;
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ ca = currentrenderentity->alpha;
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ if (RSurf_LightCheck(surf->dlightbits, mesh))
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+
+ if (R_Mesh_Draw_GetBuffer(&m))
+ {
+ cl = m.colorscale;
+ memcpy(m.index, mesh->index, m.numtriangles * sizeof(int[3]));
+ for (i = 0, v = mesh->vertex, outv = m.vertex, outc = m.color, outst = m.texcoords[0], outuv = m.texcoords[1];i < m.numverts;i++, v++, outv += 4, outc += 4, outst += 2, outuv += 2)
+ {
+ softwaretransform(v->v, outv);
+ outv[3] = 1;
+ VectorClear(outc);
+ outc[3] = ca;
+ outst[0] = v->st[0];
+ outst[1] = v->st[1];
+ }
+ RSurf_LightSeparate(surf->dlightbits, m.numverts, m.vertex, m.color);
+ if (fogenabled)
+ {
+ for (i = 0, outv = m.vertex, outc = m.color;i < m.numverts;i++, outv += 4, outc += 4)
+ {
+ VectorSubtract(outv, r_origin, diff);
+ f = cl * (1 - exp(fogdensity/DotProduct(diff, diff)));
+ VectorScale(outc, f, outc);
+ }
+ }
+ else if (cl != 1)
+ for (i = 0, outc = m.color;i < m.numverts;i++, outc += 4)
+ VectorScale(outc, cl, outc);
+ }
+ }
+ }
+#else
+ int i;
+ float diff[3], ifog;
+ surfvertex_t *v;
+ surfvert_t *sv;
+ surfmesh_t *mesh;
+ rmeshinfo_t m;
+
+ memset(&m, 0, sizeof(m));
+ if (currentrenderentity->effects & EF_ADDITIVE)
+ m.transparent = true;
+ else if (surf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1)
+ m.transparent = true;
+ else
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.vertex = &svert[0].v[0];
+ m.vertexstep = sizeof(surfvert_t);
+ m.color = &svert[0].c[0];
+ m.colorstep = sizeof(surfvert_t);
+ m.tex[0] = R_GetTexture(surf->currenttexture->texture);
+ m.texcoordstep[0] = sizeof(surfvertex_t);
+ for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+ {
+ m.numtriangles = mesh->numtriangles;
+ m.numverts = mesh->numverts;
+ m.index = mesh->index;
+ m.texcoords[0] = &mesh->vertex->st[0];
+ for (i = 0, sv = svert, v = mesh->vertex;i < m.numverts;i++, sv++, v++)
+ {
+ softwaretransform(v->v, sv->v);
+ sv->c[0] = 0;
+ sv->c[1] = 0;
+ sv->c[2] = 0;
+ sv->c[3] = currentrenderentity->alpha;
+ }
+ if (RSurf_Light(surf->dlightbits, m.numverts))