]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
added r_fullbright (and EF_FULLBRIGHT) support to q3bsp rendering
[xonotic/darkplaces.git] / gl_rsurf.c
index e4f37671509caaab33469da1b8db72e882451a60..455f96aa9f2507d937182f39e84a86ba305e637b 100644 (file)
@@ -703,7 +703,6 @@ static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const
 static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
 
        // LordHavoc: HalfLife maps have freaky skypolys...
@@ -743,11 +742,8 @@ static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
        qglColorMask(1,1,1,1);
@@ -757,8 +753,6 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
 {
        const entity_render_t *ent = calldata1;
        const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
-       float colorscale;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float alpha;
        float modelorg[3];
@@ -766,15 +760,17 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        matrix4x4_t tempmatrix;
        float   args[4] = {0.05f,0,0,0.04f};
 
-       if (r_waterscroll.value)
+       if (gl_textureshader && r_watershader.value && !fogenabled)
+       {
+               Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+               R_Mesh_TextureMatrix(1, &tempmatrix);
+               Matrix4x4_CreateFromQuakeEntity(&tempmatrix, 0, 0, 0, 0, 0, 0, r_watershader.value);
+               R_Mesh_TextureMatrix(0, &tempmatrix);
+       }
+       else if (r_waterscroll.value)
        {
                // scrolling in texture matrix
                Matrix4x4_CreateTranslate(&tempmatrix, sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-               if (gl_textureshader && r_watershader.integer)
-               {
-                       R_Mesh_TextureMatrix(1, &tempmatrix);
-                       Matrix4x4_CreateTranslate(&tempmatrix, -sin(cl.time) * 0.025 * r_waterscroll.value, -sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-               }
                R_Mesh_TextureMatrix(0, &tempmatrix);
        }
 
@@ -799,25 +795,19 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
        }
-       if (gl_textureshader && r_watershader.integer)
+       if (gl_textureshader && r_watershader.value && !fogenabled)
        {
-               m.tex[0] = R_GetTexture(mod_shared_distorttexture);
+               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
                m.tex[1] = R_GetTexture(texture->skin.base);
        }
        else
                m.tex[0] = R_GetTexture(texture->skin.base);
-       colorscale = 1;
-       if (gl_combine.integer)
-       {
-               m.texrgbscale[0] = 4;
-               colorscale *= 0.25f;
-       }
        GL_DepthTest(true);
        if (fogenabled)
                GL_ColorPointer(varray_color4f);
        else
                GL_Color(1, 1, 1, alpha);
-       if (gl_textureshader && r_watershader.integer)
+       if (gl_textureshader && r_watershader.value && !fogenabled)
        {
                GL_ActiveTexture (0);
                qglTexEnvi (GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
@@ -828,21 +818,20 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                qglTexEnvfv (GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
                qglEnable (GL_TEXTURE_SHADER_NV);
        }
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
+       m.texcombinergb[1] = GL_REPLACE;
+       R_Mesh_State_Texture(&m);
+       if (fogenabled)
        {
-               GL_VertexPointer(mesh->vertex3f);
-               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               m.pointer_texcoord[1] = mesh->texcoordtexture2f;
-               m.texcombinergb[1] = GL_REPLACE;
-               R_Mesh_State_Texture(&m);
-               if (fogenabled)
-               {
-                       R_FillColors(varray_color4f, mesh->numverts, 1, 1, 1, alpha);
-                       RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
-               }
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               R_FillColors(varray_color4f, surf->mesh.num_vertices, 1, 1, 1, alpha);
+               RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, surf->mesh.num_vertices, modelorg);
        }
-       if (gl_textureshader && r_watershader.integer)
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
+
+       if (gl_textureshader && r_watershader.value && !fogenabled)
        {
                qglDisable (GL_TEXTURE_SHADER_NV);
                GL_ActiveTexture (0);
@@ -855,18 +844,15 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                GL_DepthMask(false);
                GL_DepthTest(true);
                m.tex[0] = R_GetTexture(texture->skin.fog);
-               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-               {
-                       GL_VertexPointer(mesh->vertex3f);
-                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                       GL_ColorPointer(varray_color4f);
-                       R_Mesh_State_Texture(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, mesh->numverts, modelorg);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-               }
+               GL_VertexPointer(surf->mesh.data_vertex3f);
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+               GL_ColorPointer(varray_color4f);
+               R_Mesh_State_Texture(&m);
+               RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], alpha, 1, surf->mesh.num_vertices, modelorg);
+               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
        }
 
-       if (r_waterscroll.value)
+       if ((gl_textureshader && r_watershader.value && !fogenabled) || r_waterscroll.value)
        {
                Matrix4x4_CreateIdentity(&tempmatrix);
                R_Mesh_TextureMatrix(0, &tempmatrix);
@@ -899,7 +885,6 @@ static void RSurfShader_Water(const entity_render_t *ent, const texture_t *textu
 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
        float base, colorscale;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -929,27 +914,24 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
        base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
        GL_DepthTest(true);
        GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
+       if (!(ent->effects & EF_FULLBRIGHT))
        {
-               GL_VertexPointer(mesh->vertex3f);
-               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               R_FillColors(varray_color4f, mesh->numverts, base, base, base, currentalpha);
-               if (!(ent->effects & EF_FULLBRIGHT))
-               {
-                       if (surf->dlightframe == r_framecount)
-                               RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, mesh->numverts, mesh->vertex3f, varray_color4f, 1);
-                       if (surf->flags & SURF_LIGHTMAP)
-                               RSurf_AddLightmapToVertexColors_Color4f(mesh->lightmapoffsets, varray_color4f, mesh->numverts, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
-               }
-               RSurf_FogColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+               if (surf->dlightframe == r_framecount)
+                       RSurf_LightSeparate_Vertex3f_Color4f(&ent->inversematrix, surf->dlightbits, surf->mesh.num_vertices, surf->mesh.data_vertex3f, varray_color4f, 1);
+               if (surf->flags & SURF_LIGHTMAP)
+                       RSurf_AddLightmapToVertexColors_Color4f(surf->mesh.data_lightmapoffsets, varray_color4f,surf->mesh.num_vertices, surf->samples, ((surf->extents[0]>>4)+1)*((surf->extents[1]>>4)+1)*3, surf->styles);
        }
+       RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
 static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -959,20 +941,17 @@ static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurfac
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.glow);
        GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               GL_VertexPointer(mesh->vertex3f);
-               if (m.tex[0])
-                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               RSurf_FoggedColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-       }
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       if (m.tex[0])
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
 static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf, const texture_t *texture, int rendertype, float currentalpha)
 {
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -982,21 +961,18 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(texture->skin.fog);
        GL_ColorPointer(varray_color4f);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-       {
-               GL_VertexPointer(mesh->vertex3f);
-               if (m.tex[0])
-                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-               R_Mesh_State_Texture(&m);
-               RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-       }
+
+       GL_VertexPointer(surf->mesh.data_vertex3f);
+       if (m.tex[0])
+               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+       R_Mesh_State_Texture(&m);
+       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
+       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
 }
 
 static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        float cl;
@@ -1023,15 +999,12 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render
                                m.tex[1] = lightmaptexturenum;
                        //      R_Mesh_State_Texture(&m);
                        //}
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
-                               m.pointer_texcoord[2] = mesh->texcoorddetail2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       m.pointer_texcoord[2] = surf->mesh.data_texcoorddetail2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1039,7 +1012,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render
 static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
@@ -1061,14 +1033,11 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent
                                m.tex[1] = lightmaptexturenum;
                        //      R_Mesh_State_Texture(&m);
                        //}
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               m.pointer_texcoord[1] = mesh->texcoordlightmap2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1076,7 +1045,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent
 static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_DepthMask(true);
@@ -1088,13 +1056,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1102,7 +1067,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent,
 static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        int lightmaptexturenum;
        memset(&m, 0, sizeof(m));
@@ -1123,13 +1087,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent,
                                m.tex[0] = lightmaptexturenum;
                        //      R_Mesh_State_Texture(&m);
                        //}
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordlightmap2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1137,7 +1098,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent,
 static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
@@ -1150,15 +1110,12 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               if (m.tex[0])
-                                       m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               RSurf_FogPassColors_Vertex3f_Color4f(mesh->vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, mesh->numverts, modelorg);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       if (m.tex[0])
+                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1166,7 +1123,6 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const te
 static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
@@ -1178,13 +1134,10 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoorddetail2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1192,7 +1145,6 @@ static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, c
 static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -1204,13 +1156,10 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1218,7 +1167,6 @@ static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const t
 static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
 {
        const msurface_t *surf;
-       const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
@@ -1232,13 +1180,10 @@ static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, c
        {
                if (surf->visframe == r_framecount)
                {
-                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                       {
-                               GL_VertexPointer(mesh->vertex3f);
-                               m.pointer_texcoord[0] = mesh->texcoordtexture2f;
-                               R_Mesh_State_Texture(&m);
-                               R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
-                       }
+                       GL_VertexPointer(surf->mesh.data_vertex3f);
+                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
+                       R_Mesh_State_Texture(&m);
+                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
                }
        }
 }
@@ -1716,8 +1661,13 @@ void R_DrawWorld(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       if (!ent->model->brushq1.numleafs && ent->model->Draw)
-               ent->model->Draw(ent);
+       if (!ent->model->brushq1.numleafs)
+       {
+               if (ent->model->DrawSky)
+                       ent->model->DrawSky(ent);
+               if (ent->model->Draw)
+                       ent->model->Draw(ent);
+       }
        else
        {
                R_PrepareSurfaces(ent);
@@ -1752,7 +1702,6 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
        int i;
        msurface_t *surf;
        float projectdistance, f, temp[3], lightradius2;
-       surfmesh_t *mesh;
        if (ent->model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
@@ -1773,36 +1722,7 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
                                temp[1] = bound(surf->poly_mins[1], relativelightorigin[1], surf->poly_maxs[1]) - relativelightorigin[1];
                                temp[2] = bound(surf->poly_mins[2], relativelightorigin[2], surf->poly_maxs[2]) - relativelightorigin[2];
                                if (DotProduct(temp, temp) < lightradius2)
-                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                                               R_Shadow_Volume(mesh->numverts, mesh->numtriangles, mesh->vertex3f, mesh->element3i, mesh->neighbor3i, relativelightorigin, lightradius, projectdistance);
-                       }
-               }
-       }
-}
-
-void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
-{
-       int surfnum;
-       msurface_t *surf;
-       texture_t *t;
-       surfmesh_t *mesh;
-       if (ent->model == NULL)
-               return;
-       R_Mesh_Matrix(&ent->matrix);
-       R_UpdateTextureInfo(ent);
-       for (surfnum = 0;surfnum < numsurfaces;surfnum++)
-       {
-               surf = surflist[surfnum];
-               if (surf->visframe == r_framecount)
-               {
-                       t = surf->texinfo->texture->currentframe;
-                       if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
-                       {
-                               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                               {
-                                       R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
-                                       R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
-                               }
+                                       R_Shadow_Volume(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_vertex3f, surf->mesh.data_element3i, surf->mesh.data_neighbor3i, relativelightorigin, lightradius, projectdistance);
                        }
                }
        }
@@ -1814,7 +1734,6 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        msurface_t *surf;
        texture_t *t;
        float f, lightmins[3], lightmaxs[3];
-       surfmesh_t *mesh;
        if (ent->model == NULL)
                return;
        R_Mesh_Matrix(&ent->matrix);
@@ -1837,11 +1756,8 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
                                t = surf->texinfo->texture->currentframe;
                                if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
                                {
-                                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
-                                       {
-                                               R_Shadow_DiffuseLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
-                                               R_Shadow_SpecularLighting(mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
-                                       }
+                                       R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, NULL);
+                                       R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, NULL);
                                }
                        }
                }
@@ -1857,88 +1773,215 @@ void R_DrawCollisionBrush(colbrushf_t *brush)
        R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
 }
 
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3mface_t *face)
 {
        rmeshstate_t m;
-       if (!face->numtriangles)
+       if (!face->num_triangles)
                return;
-       if (face->texture->renderflags)
+       if (skyrendernow)
        {
-               if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
-               {
-                       if (skyrendernow)
-                       {
-                               skyrendernow = false;
-                               if (skyrendermasked)
-                                       R_Sky();
-                       }
+               skyrendernow = false;
+               if (skyrendermasked)
+                       R_Sky();
+       }
 
-                       R_Mesh_Matrix(&ent->matrix);
+       R_Mesh_Matrix(&ent->matrix);
 
-                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-                       if (skyrendermasked)
-                       {
-                               // depth-only (masking)
-                               qglColorMask(0,0,0,0);
-                               // just to make sure that braindead drivers don't draw anything
-                               // despite that colormask...
-                               GL_BlendFunc(GL_ZERO, GL_ONE);
-                       }
-                       else
-                       {
-                               // fog sky
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                       }
-                       GL_DepthMask(true);
-                       GL_DepthTest(true);
+       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+       if (skyrendermasked)
+       {
+               // depth-only (masking)
+               qglColorMask(0,0,0,0);
+               // just to make sure that braindead drivers don't draw anything
+               // despite that colormask...
+               GL_BlendFunc(GL_ZERO, GL_ONE);
+       }
+       else
+       {
+               // fog sky
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+       }
+       GL_DepthMask(true);
+       GL_DepthTest(true);
 
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State_Texture(&m);
+       memset(&m, 0, sizeof(m));
+       R_Mesh_State_Texture(&m);
 
-                       GL_VertexPointer(face->data_vertex3f);
-                       R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
-                       qglColorMask(1,1,1,1);
-                       return;
-               }
-               if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
-                       return;
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+       qglColorMask(1,1,1,1);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       if (face->texture->skin.glow)
+       {
+               m.tex[0] = R_GetTexture(face->texture->skin.glow);
+               m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+               GL_Color(1, 1, 1, 1);
        }
-       R_Mesh_Matrix(&ent->matrix);
-       face->visframe = r_framecount;
+       else
+               GL_Color(0, 0, 0, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       m.tex[1] = R_GetTexture(face->lightmaptexture);
+       m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
+       m.texrgbscale[1] = 2;
+       GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
        m.tex[0] = R_GetTexture(face->texture->skin.base);
        m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-       if (face->lightmaptexture)
+       GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_SRC_COLOR);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->lightmaptexture);
+       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
+       GL_Color(1, 1, 1, 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       if (face->texture->skin.glow)
        {
-               m.tex[1] = R_GetTexture(face->lightmaptexture);
-               m.pointer_texcoord[1] = face->data_texcoordlightmap2f;
-               m.texrgbscale[1] = 2;
+               m.tex[0] = R_GetTexture(face->texture->skin.glow);
+               m.pointer_texcoord[0] = face->data_texcoordtexture2f;
                GL_Color(1, 1, 1, 1);
        }
        else
-       {
-               m.texrgbscale[0] = 2;
-               GL_ColorPointer(face->data_color4f);
-       }
+               GL_Color(0, 0, 0, 1);
        R_Mesh_State_Texture(&m);
        GL_VertexPointer(face->data_vertex3f);
-       R_Mesh_Draw(face->numvertices, face->numtriangles, face->data_element3i);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
 }
 
-/*
-void R_Q3BSP_DrawSky(entity_render_t *ent)
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3mface_t *face)
 {
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       m.texrgbscale[0] = 2;
+       GL_ColorPointer(face->data_color4f);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3mface_t *face)
+{
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       GL_BlendFunc(GL_ONE, GL_ONE);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       m.tex[0] = R_GetTexture(face->texture->skin.base);
+       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
+       GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
+       R_Mesh_State_Texture(&m);
+       GL_VertexPointer(face->data_vertex3f);
+       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
+}
+
+void R_Q3BSP_DrawFace(entity_render_t *ent, q3mface_t *face)
+{
+       if (!face->num_triangles)
+               return;
+       if (face->texture->renderflags)
+       {
+               if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY)
+                       return;
+               if (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW)
+                       return;
+       }
+       if (face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)
+               qglDisable(GL_CULL_FACE);
+       R_Mesh_Matrix(&ent->matrix);
+       face->visframe = r_framecount;
+       if (r_shadow_realtime_world.integer)
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
+       else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+       {
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+               if (face->texture->skin.glow)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+       }
+       else if (face->lightmaptexture)
+       {
+               if (r_textureunits.integer >= 2 && gl_combine.integer)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+               else
+               {
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+               }
+               if (face->texture->skin.glow)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+       }
+       else
+       {
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
+               if (face->texture->skin.glow)
+                       R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+       }
+       if (r_ambient.value)
+               R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
+       if (face->texture->nativecontents & CONTENTSQ3_TRANSLUCENT)
+               qglEnable(GL_CULL_FACE);
 }
-*/
 
 void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
 {
        int i;
        q3mleaf_t *leaf;
-       q3mface_t *face;
        while (node->isnode)
        {
                if (R_CullBox(node->mins, node->maxs))
@@ -1950,22 +1993,42 @@ void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec
                return;
        leaf = (q3mleaf_t *)node;
        if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
-       {
                for (i = 0;i < leaf->numleaffaces;i++)
+                       leaf->firstleafface[i]->markframe = markframe;
+}
+
+static int r_q3bsp_framecount = -1;
+
+void R_Q3BSP_DrawSky(entity_render_t *ent)
+{
+       int i;
+       q3mface_t *face;
+       vec3_t modelorg;
+       model_t *model;
+       qbyte *pvs;
+       R_Mesh_Matrix(&ent->matrix);
+       model = ent->model;
+       if (r_drawcollisionbrushes.integer < 2)
+       {
+               Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+               if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
                {
-                       face = leaf->firstleafface[i];
-                       if (face->markframe != markframe)
+                       if (r_q3bsp_framecount != r_framecount)
                        {
-                               face->markframe = markframe;
-                               if (!R_CullBox(face->mins, face->maxs))
-                                       R_Q3BSP_DrawFace(ent, face);
+                               r_q3bsp_framecount = r_framecount;
+                               R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
                        }
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if (face->markframe == r_framecount && (face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY) && !R_CullBox(face->mins, face->maxs))
+                                       R_Q3BSP_DrawSkyFace(ent, face);
                }
+               else
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_SKY))
+                                       R_Q3BSP_DrawSkyFace(ent, face);
        }
 }
 
-
-
 void R_Q3BSP_Draw(entity_render_t *ent)
 {
        int i;
@@ -1973,14 +2036,22 @@ void R_Q3BSP_Draw(entity_render_t *ent)
        vec3_t modelorg;
        model_t *model;
        qbyte *pvs;
-       static int markframe = 0;
        R_Mesh_Matrix(&ent->matrix);
        model = ent->model;
        if (r_drawcollisionbrushes.integer < 2)
        {
                Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
                if (ent == &cl_entities[0].render && model->brushq3.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
-                       R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
+               {
+                       if (r_q3bsp_framecount != r_framecount)
+                       {
+                               r_q3bsp_framecount = r_framecount;
+                               R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, r_framecount);
+                       }
+                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
+                               if (face->markframe == r_framecount && !R_CullBox(face->mins, face->maxs))
+                                       R_Q3BSP_DrawFace(ent, face);
+               }
                else
                        for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
                                R_Q3BSP_DrawFace(ent, face);
@@ -2023,16 +2094,16 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                //else
                        for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
                                if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
-                                       R_Shadow_Volume(face->numvertices, face->numtriangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
+                                       R_Shadow_Volume(face->num_vertices, face->num_triangles, face->data_vertex3f, face->data_element3i, face->data_neighbor3i, relativelightorigin, lightradius, projectdistance);
        }
 }
 
 void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)
 {
-       if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->numtriangles)
+       if ((face->texture->renderflags & Q3MTEXTURERENDERFLAGS_NODRAW) || !face->num_triangles)
                return;
-       R_Shadow_DiffuseLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
-       R_Shadow_SpecularLighting(face->numvertices, face->numtriangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
+       R_Shadow_DiffuseLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.base, face->texture->skin.nmap, NULL);
+       R_Shadow_SpecularLighting(face->num_vertices, face->num_triangles, face->data_element3i, face->data_vertex3f, face->data_svector3f, face->data_tvector3f, face->data_normal3f, face->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, face->texture->skin.gloss, face->texture->skin.nmap, NULL);
 }
 
 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz)