]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
Fix clipping plane bug on r_water - a line had been deleted when removing RENDERPATH_...
[xonotic/darkplaces.git] / gl_rsurf.c
index 136e8ec929abef4981940712b3531596e8bfedf9..cd4c08bb4c6e75f0945ab2ee49dacd5464f49c19 100644 (file)
@@ -21,417 +21,171 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 #include "r_shadow.h"
-
-#define MAX_LIGHTMAP_SIZE 256
-
-static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
-
-static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
-
-cvar_t r_ambient = {0, "r_ambient", "0"};
-cvar_t r_drawportals = {0, "r_drawportals", "0"};
-cvar_t r_testvis = {0, "r_testvis", "0"};
-cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
-cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
-cvar_t r_drawcollisionbrushes_polygonfactor = {0, "r_drawcollisionbrushes_polygonfactor", "-1"};
-cvar_t r_drawcollisionbrushes_polygonoffset = {0, "r_drawcollisionbrushes_polygonoffset", "0"};
-cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0"};
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+#include "portals.h"
+#include "csprogs.h"
+#include "image.h"
+
+cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
+cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
+cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "2", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
+cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
+cvar_t r_vis_trace = {0, "r_vis_trace", "0", "test if each portal or leaf is visible using tracelines"};
+cvar_t r_vis_trace_samples = {0, "r_vis_trace_samples", "1", "use this many randomly positioned tracelines each frame to refresh the visible timer"};
+cvar_t r_vis_trace_delay = {0, "r_vis_trace_delay", "1", "keep a portal visible for this many seconds"};
+cvar_t r_vis_trace_eyejitter = {0, "r_vis_trace_eyejitter", "8", "use a random offset of this much on the start of each traceline"};
+cvar_t r_vis_trace_enlarge = {0, "r_vis_trace_enlarge", "0", "make portal bounds bigger for tests by (1+this)*size"};
+cvar_t r_vis_trace_expand = {0, "r_vis_trace_expand", "0", "make portal bounds bigger for tests by this many units"};
+cvar_t r_vis_trace_pad = {0, "r_vis_trace_pad", "8", "accept traces that hit within this many units of the portal"};
+cvar_t r_vis_trace_surfaces = {0, "r_vis_trace_surfaces", "0", "also use tracelines to cull surfaces"};
+cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
 
 /*
-// FIXME: these arrays are huge!
-int r_q1bsp_maxmarkleafs;
-int r_q1bsp_nummarkleafs;
-mleaf_t *r_q1bsp_maxleaflist[65536];
-int r_q1bsp_maxmarksurfaces;
-int r_q1bsp_nummarksurfaces;
-msurface_t *r_q1bsp_maxsurfacelist[65536];
-
-// FIXME: these arrays are huge!
-int r_q3bsp_maxmarkleafs;
-int r_q3bsp_nummarkleafs;
-q3mleaf_t *r_q3bsp_maxleaflist[65536];
-int r_q3bsp_maxmarksurfaces;
-int r_q3bsp_nummarksurfaces;
-q3msurface_t *r_q3bsp_maxsurfacelist[65536];
-*/
-
-static int dlightdivtable[32768];
+===============
+R_BuildLightMap
 
-static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
+Combine and scale multiple lightmaps into the 8.8 format in blocklights
+===============
+*/
+void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 {
-       int sdtable[256], lnum, td, maxdist, maxdist2, maxdist3, i, s, t, smax, tmax, smax3, red, green, blue, lit, dist2, impacts, impactt, subtract, k;
-       unsigned int *bl;
-       float dist, impact[3], local[3];
-       dlight_t *light;
+       int smax, tmax, i, size, size3, maps, l;
+       int *bl, scale;
+       unsigned char *lightmap, *out, *stain;
+       dp_model_t *model = ent->model;
+       int *intblocklights;
+       unsigned char *templight;
 
-       lit = false;
+       smax = (surface->lightmapinfo->extents[0]>>4)+1;
+       tmax = (surface->lightmapinfo->extents[1]>>4)+1;
+       size = smax*tmax;
+       size3 = size*3;
 
-       smax = (surf->extents[0] >> 4) + 1;
-       tmax = (surf->extents[1] >> 4) + 1;
-       smax3 = smax * 3;
+       r_refdef.stats[r_stat_lightmapupdatepixels] += size;
+       r_refdef.stats[r_stat_lightmapupdates]++;
 
-       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+       if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
        {
-               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
-                       continue;                                       // not lit by this light
-
-               Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
-
-               // for comparisons to minimum acceptable light
-               // compensate for LIGHTOFFSET
-               maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
-
-               dist2 = dist * dist;
-               dist2 += LIGHTOFFSET;
-               if (dist2 >= maxdist)
-                       continue;
-
-               if (surf->plane->type < 3)
-               {
-                       VectorCopy(local, impact);
-                       impact[surf->plane->type] -= dist;
-               }
-               else
-               {
-                       impact[0] = local[0] - surf->plane->normal[0] * dist;
-                       impact[1] = local[1] - surf->plane->normal[1] * dist;
-                       impact[2] = local[2] - surf->plane->normal[2] * dist;
-               }
-
-               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-
-               s = bound(0, impacts, smax * 16) - impacts;
-               t = bound(0, impactt, tmax * 16) - impactt;
-               i = s * s + t * t + dist2;
-               if (i > maxdist)
-                       continue;
-
-               // reduce calculations
-               for (s = 0, i = impacts; s < smax; s++, i -= 16)
-                       sdtable[s] = i * i + dist2;
-
-               maxdist3 = maxdist - dist2;
-
-               // convert to 8.8 blocklights format
-               red = light->rtlight.lightmap_light[0] * (1.0f / 128.0f);
-               green = light->rtlight.lightmap_light[1] * (1.0f / 128.0f);
-               blue = light->rtlight.lightmap_light[2] * (1.0f / 128.0f);
-               subtract = (int) (light->rtlight.lightmap_subtract * 4194304.0f);
-               bl = intblocklights;
-
-               i = impactt;
-               for (t = 0;t < tmax;t++, i -= 16)
-               {
-                       td = i * i;
-                       // make sure some part of it is visible on this line
-                       if (td < maxdist3)
-                       {
-                               maxdist2 = maxdist - td;
-                               for (s = 0;s < smax;s++)
-                               {
-                                       if (sdtable[s] < maxdist2)
-                                       {
-                                               k = dlightdivtable[(sdtable[s] + td) >> 7] - subtract;
-                                               if (k > 0)
-                                               {
-                                                       bl[0] += (red   * k);
-                                                       bl[1] += (green * k);
-                                                       bl[2] += (blue  * k);
-                                                       lit = true;
-                                               }
-                                       }
-                                       bl += 3;
-                               }
-                       }
-                       else // skip line
-                               bl += smax3;
-               }
+               cl.buildlightmapmemorysize = size*sizeof(int[3]);
+               if (cl.buildlightmapmemory)
+                       Mem_Free(cl.buildlightmapmemory);
+               cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
        }
-       return lit;
-}
 
-static int R_FloatAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
-{
-       int lnum, s, t, smax, tmax, smax3, lit, impacts, impactt;
-       float sdtable[256], *bl, k, dist, dist2, maxdist, maxdist2, maxdist3, td1, td, red, green, blue, impact[3], local[3], subtract;
-       dlight_t *light;
+       // these both point at the same buffer, templight is only used for final
+       // processing and can replace the intblocklights data as it goes
+       intblocklights = (int *)cl.buildlightmapmemory;
+       templight = (unsigned char *)cl.buildlightmapmemory;
 
-       lit = false;
+       // update cached lighting info
+       model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
 
-       smax = (surf->extents[0] >> 4) + 1;
-       tmax = (surf->extents[1] >> 4) + 1;
-       smax3 = smax * 3;
+       lightmap = surface->lightmapinfo->samples;
 
-       for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
+// set to full bright if no light data
+       bl = intblocklights;
+       if (!model->brushq1.lightdata)
        {
-               if (!(surf->dlightbits[lnum >> 5] & (1 << (lnum & 31))))
-                       continue;                                       // not lit by this light
-
-               Matrix4x4_Transform(matrix, light->origin, local);
-               dist = DotProduct (local, surf->plane->normal) - surf->plane->dist;
-
-               // for comparisons to minimum acceptable light
-               // compensate for LIGHTOFFSET
-               maxdist = (int) light->rtlight.lightmap_cullradius2 + LIGHTOFFSET;
-
-               dist2 = dist * dist;
-               dist2 += LIGHTOFFSET;
-               if (dist2 >= maxdist)
-                       continue;
-
-               if (surf->plane->type < 3)
-               {
-                       VectorCopy(local, impact);
-                       impact[surf->plane->type] -= dist;
-               }
-               else
-               {
-                       impact[0] = local[0] - surf->plane->normal[0] * dist;
-                       impact[1] = local[1] - surf->plane->normal[1] * dist;
-                       impact[2] = local[2] - surf->plane->normal[2] * dist;
-               }
-
-               impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-               impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
-
-               td = bound(0, impacts, smax * 16) - impacts;
-               td1 = bound(0, impactt, tmax * 16) - impactt;
-               td = td * td + td1 * td1 + dist2;
-               if (td > maxdist)
-                       continue;
-
-               // reduce calculations
-               for (s = 0, td1 = impacts; s < smax; s++, td1 -= 16.0f)
-                       sdtable[s] = td1 * td1 + dist2;
-
-               maxdist3 = maxdist - dist2;
-
-               // convert to 8.8 blocklights format
-               red = light->rtlight.lightmap_light[0];
-               green = light->rtlight.lightmap_light[1];
-               blue = light->rtlight.lightmap_light[2];
-               subtract = light->rtlight.lightmap_subtract * 32768.0f;
-               bl = floatblocklights;
-
-               td1 = impactt;
-               for (t = 0;t < tmax;t++, td1 -= 16.0f)
-               {
-                       td = td1 * td1;
-                       // make sure some part of it is visible on this line
-                       if (td < maxdist3)
-                       {
-                               maxdist2 = maxdist - td;
-                               for (s = 0;s < smax;s++)
-                               {
-                                       if (sdtable[s] < maxdist2)
-                                       {
-                                               k = (32768.0f / (sdtable[s] + td)) - subtract;
-                                               bl[0] += red   * k;
-                                               bl[1] += green * k;
-                                               bl[2] += blue  * k;
-                                               lit = true;
-                                       }
-                                       bl += 3;
-                               }
-                       }
-                       else // skip line
-                               bl += smax3;
-               }
+               for (i = 0;i < size3;i++)
+                       bl[i] = 128*256;
        }
-       return lit;
-}
-
-/*
-===============
-R_BuildLightMap
-
-Combine and scale multiple lightmaps into the 8.8 format in blocklights
-===============
-*/
-static void R_BuildLightMap (const entity_render_t *ent, msurface_t *surf)
-{
-       if (!r_floatbuildlightmap.integer)
+       else
        {
-               int smax, tmax, i, j, size, size3, maps, stride, l;
-               unsigned int *bl, scale;
-               qbyte *lightmap, *out, *stain;
-
-               // update cached lighting info
-               surf->cached_dlight = 0;
-
-               smax = (surf->extents[0]>>4)+1;
-               tmax = (surf->extents[1]>>4)+1;
-               size = smax*tmax;
-               size3 = size*3;
-               lightmap = surf->samples;
-
-       // set to full bright if no light data
-               bl = intblocklights;
-               if (!ent->model->brushq1.lightdata)
-               {
-                       for (i = 0;i < size3;i++)
-                               bl[i] = 255*256;
-               }
-               else
-               {
-       // clear to no light
-                       memset(bl, 0, size*3*sizeof(unsigned int));
-
-                       if (surf->dlightframe == r_framecount)
-                       {
-                               surf->cached_dlight = R_IntAddDynamicLights(&ent->inversematrix, surf);
-                               if (surf->cached_dlight)
-                                       c_light_polys++;
-                       }
+// clear to no light
+               memset(bl, 0, size3*sizeof(*bl));
 
-       // add all the lightmaps
-                       if (lightmap)
-                       {
-                               bl = intblocklights;
-                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
-                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
-                                               bl[i] += lightmap[i] * scale;
-                       }
-               }
+// add all the lightmaps
+               if (lightmap)
+                       for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
+                               for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+                                       bl[i] += lightmap[i] * scale;
+       }
 
-               stain = surf->stainsamples;
-               bl = intblocklights;
-               out = templight;
-               // the >> 16 shift adjusts down 8 bits to account for the stainmap
-               // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
-               // be doubled during rendering to achieve 2x overbright
-               // (0 = 0.0, 128 = 1.0, 256 = 2.0)
-               if (ent->model->brushq1.lightmaprgba)
-               {
-                       stride = (surf->lightmaptexturestride - smax) * 4;
-                       for (i = 0;i < tmax;i++, out += stride)
-                       {
-                               for (j = 0;j < smax;j++)
-                               {
-                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                                       *out++ = 255;
-                               }
-                       }
-               }
-               else
+       stain = surface->lightmapinfo->stainsamples;
+       bl = intblocklights;
+       out = templight;
+       // the >> 16 shift adjusts down 8 bits to account for the stainmap
+       // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
+       // be doubled during rendering to achieve 2x overbright
+       // (0 = 0.0, 128 = 1.0, 256 = 2.0)
+       if (stain)
+       {
+               for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
                {
-                       stride = (surf->lightmaptexturestride - smax) * 3;
-                       for (i = 0;i < tmax;i++, out += stride)
-                       {
-                               for (j = 0;j < smax;j++)
-                               {
-                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                               }
-                       }
+                       l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
+                       l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
+                       l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
+                       out[3] = 255;
                }
-
-               R_UpdateTexture(surf->lightmaptexture, templight);
        }
        else
        {
-               int smax, tmax, i, j, size, size3, maps, stride, l;
-               float *bl, scale;
-               qbyte *lightmap, *out, *stain;
-
-               // update cached lighting info
-               surf->cached_dlight = 0;
-
-               smax = (surf->extents[0]>>4)+1;
-               tmax = (surf->extents[1]>>4)+1;
-               size = smax*tmax;
-               size3 = size*3;
-               lightmap = surf->samples;
-
-       // set to full bright if no light data
-               bl = floatblocklights;
-               if (!ent->model->brushq1.lightdata)
-               {
-                       for (i = 0;i < size3;i++)
-                               bl[i] = 255*256;
-               }
-               else
+               for (i = 0;i < size;i++, bl += 3, out += 4)
                {
-                       memset(bl, 0, size*3*sizeof(float));
-       
-                       if (surf->dlightframe == r_framecount)
-                       {
-                               surf->cached_dlight = R_FloatAddDynamicLights(&ent->inversematrix, surf);
-                               if (surf->cached_dlight)
-                                       c_light_polys++;
-                       }
-       
-                       // add all the lightmaps
-                       if (lightmap)
-                       {
-                               bl = floatblocklights;
-                               for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++, lightmap += size3)
-                                       for (scale = d_lightstylevalue[surf->styles[maps]], i = 0;i < size3;i++)
-                                               bl[i] += lightmap[i] * scale;
-                       }
+                       l = bl[0] >> 8;out[2] = min(l, 255);
+                       l = bl[1] >> 8;out[1] = min(l, 255);
+                       l = bl[2] >> 8;out[0] = min(l, 255);
+                       out[3] = 255;
                }
+       }
 
-               stain = surf->stainsamples;
-               bl = floatblocklights;
-               out = templight;
-               // this scaling adjusts down 8 bits to account for the stainmap
-               // scaling, and remaps the 0.0-2.0 (2x overbright) to 0-256, it will
-               // be doubled during rendering to achieve 2x overbright
-               // (0 = 0.0, 128 = 1.0, 256 = 2.0)
-               scale = 1.0f / (1 << 16);
-               if (ent->model->brushq1.lightmaprgba)
+       if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+               Image_MakesRGBColorsFromLinear_Lightmap(templight, templight, size);
+       R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
+
+       // update the surface's deluxemap if it has one
+       if (surface->deluxemaptexture != r_texture_blanknormalmap)
+       {
+               vec3_t n;
+               unsigned char *normalmap = surface->lightmapinfo->nmapsamples;
+               lightmap = surface->lightmapinfo->samples;
+               // clear to no normalmap
+               bl = intblocklights;
+               memset(bl, 0, size3*sizeof(*bl));
+               // add all the normalmaps
+               if (lightmap && normalmap)
                {
-                       stride = (surf->lightmaptexturestride - smax) * 4;
-                       for (i = 0;i < tmax;i++, out += stride)
+                       for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
                        {
-                               for (j = 0;j < smax;j++)
+                               for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
                                {
-                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
-                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
-                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
-                                       *out++ = 255;
+                                       // add the normalmap with weighting proportional to the style's lightmap intensity
+                                       l = (int)(VectorLength(lightmap + i*3) * scale);
+                                       bl[i*3+0] += ((int)normalmap[i*3+0] - 128) * l;
+                                       bl[i*3+1] += ((int)normalmap[i*3+1] - 128) * l;
+                                       bl[i*3+2] += ((int)normalmap[i*3+2] - 128) * l;
                                }
                        }
                }
-               else
+               bl = intblocklights;
+               out = templight;
+               // we simply renormalize the weighted normals to get a valid deluxemap
+               for (i = 0;i < size;i++, bl += 3, out += 4)
                {
-                       stride = (surf->lightmaptexturestride - smax) * 3;
-                       for (i = 0;i < tmax;i++, out += stride)
-                       {
-                               for (j = 0;j < smax;j++)
-                               {
-                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
-                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
-                                       l = *bl++ * *stain++ * scale;*out++ = min(l, 255);
-                               }
-                       }
+                       VectorCopy(bl, n);
+                       VectorNormalize(n);
+                       l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
+                       l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
+                       l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
+                       out[3] = 255;
                }
-
-               R_UpdateTexture(surf->lightmaptexture, templight);
+               R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
        }
 }
 
-void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+static void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
        float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
-       msurface_t *surf, *endsurf;
+       msurface_t *surface, *endsurface;
        int i, s, t, smax, tmax, smax3, impacts, impactt, stained;
-       qbyte *bl;
+       unsigned char *bl;
        vec3_t impact;
 
        maxdist = radius * radius;
        invradius = 1.0f / radius;
 
 loc0:
-       if (node->contents < 0)
+       if (!node->plane)
                return;
        ndist = PlaneDiff(origin, node->plane);
        if (ndist > radius)
@@ -460,27 +214,27 @@ loc0:
                impact[2] = origin[2] - node->plane->normal[2] * ndist;
        }
 
-       for (surf = model->brushq1.surfaces + node->firstsurface, endsurf = surf + node->numsurfaces;surf < endsurf;surf++)
+       for (surface = model->data_surfaces + node->firstsurface, endsurface = surface + node->numsurfaces;surface < endsurface;surface++)
        {
-               if (surf->stainsamples)
+               if (surface->lightmapinfo->stainsamples)
                {
-                       smax = (surf->extents[0] >> 4) + 1;
-                       tmax = (surf->extents[1] >> 4) + 1;
+                       smax = (surface->lightmapinfo->extents[0] >> 4) + 1;
+                       tmax = (surface->lightmapinfo->extents[1] >> 4) + 1;
 
-                       impacts = DotProduct (impact, surf->texinfo->vecs[0]) + surf->texinfo->vecs[0][3] - surf->texturemins[0];
-                       impactt = DotProduct (impact, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3] - surf->texturemins[1];
+                       impacts = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3] - surface->lightmapinfo->texturemins[0]);
+                       impactt = (int)(DotProduct (impact, surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3] - surface->lightmapinfo->texturemins[1]);
 
                        s = bound(0, impacts, smax * 16) - impacts;
                        t = bound(0, impactt, tmax * 16) - impactt;
-                       i = s * s + t * t + dist2;
-                       if (i > maxdist)
+                       i = (int)(s * s + t * t + dist2);
+                       if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
                                continue;
 
                        // reduce calculations
                        for (s = 0, i = impacts; s < smax; s++, i -= 16)
                                sdtable[s] = i * i + dist2;
 
-                       bl = surf->stainsamples;
+                       bl = surface->lightmapinfo->stainsamples;
                        smax3 = smax * 3;
                        stained = false;
 
@@ -502,9 +256,9 @@ loc0:
                                                        {
                                                                if (a > 1)
                                                                        a = 1;
-                                                               bl[0] = (qbyte) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
-                                                               bl[1] = (qbyte) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
-                                                               bl[2] = (qbyte) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
+                                                               bl[0] = (unsigned char) ((float) bl[0] + a * ((fcolor[0] + ratio * fcolor[4]) - (float) bl[0]));
+                                                               bl[1] = (unsigned char) ((float) bl[1] + a * ((fcolor[1] + ratio * fcolor[5]) - (float) bl[1]));
+                                                               bl[2] = (unsigned char) ((float) bl[2] + a * ((fcolor[2] + ratio * fcolor[6]) - (float) bl[2]));
                                                                stained = true;
                                                        }
                                                }
@@ -516,13 +270,13 @@ loc0:
                        }
                        // force lightmap upload
                        if (stained)
-                               surf->cached_dlight = true;
+                               model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
                }
        }
 
-       if (node->children[0]->contents >= 0)
+       if (node->children[0]->plane)
        {
-               if (node->children[1]->contents >= 0)
+               if (node->children[1]->plane)
                {
                        R_StainNode(node->children[0], model, origin, radius, fcolor);
                        node = node->children[1];
@@ -534,7 +288,7 @@ loc0:
                        goto loc0;
                }
        }
-       else if (node->children[1]->contents >= 0)
+       else if (node->children[1]->plane)
        {
                node = node->children[1];
                goto loc0;
@@ -546,9 +300,9 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        int n;
        float fcolor[8];
        entity_render_t *ent;
-       model_t *model;
+       dp_model_t *model;
        vec3_t org;
-       if (cl.worldmodel == NULL || !cl.worldmodel->brushq1.nodes)
+       if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
                return;
        fcolor[0] = cr1;
        fcolor[1] = cg1;
@@ -559,20 +313,19 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        fcolor[6] = cb2 - cb1;
        fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
 
-       R_StainNode(cl.worldmodel->brushq1.nodes + cl.worldmodel->brushq1.hulls[0].firstclipnode, cl.worldmodel, origin, radius, fcolor);
+       R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
 
        // look for embedded bmodels
-       for (n = 0;n < cl_num_brushmodel_entities;n++)
+       for (n = 0;n < cl.num_brushmodel_entities;n++)
        {
-               ent = cl_brushmodel_entities[n];
+               ent = &cl.entities[cl.brushmodel_entities[n]].render;
                model = ent->model;
                if (model && model->name[0] == '*')
                {
-                       Mod_CheckLoaded(model);
-                       if (model->brushq1.nodes)
+                       if (model->brush.data_nodes)
                        {
                                Matrix4x4_Transform(&ent->inversematrix, origin, org);
-                               R_StainNode(model->brushq1.nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
+                               R_StainNode(model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, model, org, radius, fcolor);
                        }
                }
        }
@@ -587,1958 +340,1299 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
 =============================================================
 */
 
-static void RSurf_AddLightmapToVertexColors_Color4f(const int *lightmapoffsets, float *c, int numverts, const qbyte *samples, int size3, const qbyte *styles)
+static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       int i;
-       float scale;
-       const qbyte *lm;
-       if (styles[0] != 255)
+       // due to the hacky nature of this function's parameters, this is never
+       // called with a batch, so numsurfaces is always 1, and the surfacelist
+       // contains only a leaf number for coloring purposes
+       const mportal_t *portal = (mportal_t *)ent;
+       qboolean isvis;
+       int i, numpoints;
+       float *v;
+       float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
+       CHECKGLERROR
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
+       GL_DepthTest(true);
+       GL_CullFace(GL_NONE);
+       R_EntityMatrix(&identitymatrix);
+
+       numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
+
+//     R_Mesh_ResetTextureState();
+
+       isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
+
+       i = surfacelist[0] >> 1;
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
+                        isvis ? 0.125f : 0.03125f);
+       for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
+               VectorCopy(portal->points[i].position, v);
+       R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
+       R_SetupShader_Generic_NoTexture(false, false);
+       R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+}
+
+// LordHavoc: this is just a nice debugging tool, very slow
+void R_DrawPortals(void)
+{
+       int i, leafnum;
+       mportal_t *portal;
+       float center[3], f;
+       dp_model_t *model = r_refdef.scene.worldmodel;
+       if (model == NULL)
+               return;
+       for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
        {
-               for (i = 0;i < numverts;i++, c += 4)
+               if (r_refdef.viewcache.world_leafvisible[leafnum])
                {
-                       lm = samples + lightmapoffsets[i];
-                       scale = d_lightstylevalue[styles[0]] * (1.0f / 32768.0f);
-                       VectorMA(c, scale, lm, c);
-                       if (styles[1] != 255)
+                       //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
+                       for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
                        {
-                               lm += size3;
-                               scale = d_lightstylevalue[styles[1]] * (1.0f / 32768.0f);
-                               VectorMA(c, scale, lm, c);
-                               if (styles[2] != 255)
+                               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
+                               if (!R_CullBox(portal->mins, portal->maxs))
                                {
-                                       lm += size3;
-                                       scale = d_lightstylevalue[styles[2]] * (1.0f / 32768.0f);
-                                       VectorMA(c, scale, lm, c);
-                                       if (styles[3] != 255)
-                                       {
-                                               lm += size3;
-                                               scale = d_lightstylevalue[styles[3]] * (1.0f / 32768.0f);
-                                               VectorMA(c, scale, lm, c);
-                                       }
+                                       VectorClear(center);
+                                       for (i = 0;i < portal->numpoints;i++)
+                                               VectorAdd(center, portal->points[i].position, center);
+                                       f = ixtable[portal->numpoints];
+                                       VectorScale(center, f, center);
+                                       R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawPortal_Callback, (entity_render_t *)portal, leafnum, rsurface.rtlight);
                                }
                        }
                }
        }
 }
 
-static void RSurf_FogColors_Vertex3f_Color4f(const float *v, float *c, float colorscale, int numverts, const float *modelorg)
+static void R_View_WorldVisibility_CullSurfaces(void)
 {
-       int i;
-       float diff[3], f;
-       if (fogenabled)
+       int surfaceindex;
+       int surfaceindexstart;
+       int surfaceindexend;
+       unsigned char *surfacevisible;
+       msurface_t *surfaces;
+       dp_model_t *model = r_refdef.scene.worldmodel;
+       if (!model)
+               return;
+       if (r_trippy.integer)
+               return;
+       if (r_usesurfaceculling.integer < 1)
+               return;
+       surfaceindexstart = model->firstmodelsurface;
+       surfaceindexend = surfaceindexstart + model->nummodelsurfaces;
+       surfaces = model->data_surfaces;
+       surfacevisible = r_refdef.viewcache.world_surfacevisible;
+       for (surfaceindex = surfaceindexstart; surfaceindex < surfaceindexend; surfaceindex++)
        {
-               for (i = 0;i < numverts;i++, v += 3, c += 4)
+               if (surfacevisible[surfaceindex])
                {
-                       VectorSubtract(v, modelorg, diff);
-                       f = colorscale * (1 - exp(fogdensity/DotProduct(diff, diff)));
-                       VectorScale(c, f, c);
+                       if (R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs)
+                        || (r_vis_trace_surfaces.integer && !R_CanSeeBox(r_vis_trace_samples.integer, r_vis_trace_eyejitter.value, r_vis_trace_enlarge.value, r_vis_trace_expand.value, r_vis_trace_pad.value, r_refdef.view.origin, surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs)))
+                               surfacevisible[surfaceindex] = 0;
                }
        }
-       else if (colorscale != 1)
-               for (i = 0;i < numverts;i++, c += 4)
-                       VectorScale(c, colorscale, c);
 }
 
-static void RSurf_FoggedColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
+void R_View_WorldVisibility(qboolean forcenovis)
 {
-       int i;
-       float diff[3], f;
-       r *= colorscale;
-       g *= colorscale;
-       b *= colorscale;
-       if (fogenabled)
-       {
-               for (i = 0;i < numverts;i++, v += 3, c += 4)
-               {
-                       VectorSubtract(v, modelorg, diff);
-                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                       c[0] = r * f;
-                       c[1] = g * f;
-                       c[2] = b * f;
-                       c[3] = a;
-               }
-       }
-       else
-       {
-               for (i = 0;i < numverts;i++, c += 4)
-               {
-                       c[0] = r;
-                       c[1] = g;
-                       c[2] = b;
-                       c[3] = a;
-               }
-       }
-}
+       int i, j, *mark;
+       mleaf_t *leaf;
+       mleaf_t *viewleaf;
+       dp_model_t *model = r_refdef.scene.worldmodel;
 
-static void RSurf_FogPassColors_Vertex3f_Color4f(const float *v, float *c, float r, float g, float b, float a, float colorscale, int numverts, const float *modelorg)
-{
-       int i;
-       float diff[3], f;
-       r *= colorscale;
-       g *= colorscale;
-       b *= colorscale;
-       for (i = 0;i < numverts;i++, v += 3, c += 4)
-       {
-               VectorSubtract(v, modelorg, diff);
-               f = exp(fogdensity/DotProduct(diff, diff));
-               c[0] = r;
-               c[1] = g;
-               c[2] = b;
-               c[3] = a * f;
-       }
-}
+       if (!model)
+               return;
 
-static int RSurf_LightSeparate_Vertex3f_Color4f(const matrix4x4_t *matrix, const int *dlightbits, int numverts, const float *vert, float *color, float scale)
-{
-       float f;
-       const float *v;
-       float *c;
-       int i, l, lit = false;
-       const dlight_t *light;
-       vec3_t lightorigin;
-       for (l = 0;l < r_numdlights;l++)
+       if (r_refdef.view.usecustompvs)
        {
-               if (dlightbits[l >> 5] & (1 << (l & 31)))
+               // clear the visible surface and leaf flags arrays
+               memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+               memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
+               r_refdef.viewcache.world_novis = false;
+
+               // simply cull each marked leaf to the frustum (view pyramid)
+               for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                {
-                       light = &r_dlight[l];
-                       Matrix4x4_Transform(matrix, light->origin, lightorigin);
-                       for (i = 0, v = vert, c = color;i < numverts;i++, v += 3, c += 4)
+                       // if leaf is in current pvs and on the screen, mark its surfaces
+                       if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                        {
-                               f = VectorDistance2(v, lightorigin) + LIGHTOFFSET;
-                               if (f < light->rtlight.lightmap_cullradius2)
-                               {
-                                       f = ((1.0f / f) - light->rtlight.lightmap_subtract) * scale;
-                                       VectorMA(c, f, light->rtlight.lightmap_light, c);
-                                       lit = true;
-                               }
+                               r_refdef.stats[r_stat_world_leafs]++;
+                               r_refdef.viewcache.world_leafvisible[j] = true;
+                               if (leaf->numleafsurfaces)
+                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                               r_refdef.viewcache.world_surfacevisible[*mark] = true;
                        }
                }
-       }
-       return lit;
-}
-
-static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-
-       // LordHavoc: HalfLife maps have freaky skypolys...
-       if (ent->model->brush.ishlbsp)
-               return;
-       // sky rendering transparently would be too difficult
-       if (ent->flags & RENDER_TRANSPARENT)
+               R_View_WorldVisibility_CullSurfaces();
                return;
-
-       if (skyrendernow)
-       {
-               skyrendernow = false;
-               if (skyrendermasked)
-                       R_Sky();
        }
 
-       R_Mesh_Matrix(&ent->matrix);
-
-       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-       if (skyrendermasked)
-       {
-               // depth-only (masking)
-               GL_ColorMask(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);
+       // if possible find the leaf the view origin is in
+       viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
+       // if possible fetch the visible cluster bits
+       if (!r_lockpvs.integer && model->brush.FatPVS)
+               model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
 
-       memset(&m, 0, sizeof(m));
-       while((surf = *surfchain++) != NULL)
+       if (!r_lockvisibility.integer)
        {
-               if (surf->visframe == r_framecount)
-               {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-}
+               // clear the visible surface and leaf flags arrays
+               memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+               memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
 
-static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
-{
-       const entity_render_t *ent = calldata1;
-       const msurface_t *surf = ent->model->brushq1.surfaces + calldata2;
-       rmeshstate_t m;
-       float currentalpha;
-       float base, colorscale;
-       vec3_t modelorg;
-       texture_t *texture;
-       float args[4] = {0.05f,0,0,0.04f};
-       int rendertype, turb, fullbright;
-
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-
-       texture = surf->texinfo->texture;
-       if (texture->animated)
-               texture = texture->anim_frames[ent->frame != 0][(texture->anim_total[ent->frame != 0] >= 2) ? ((int) (cl.time * 5.0f) % texture->anim_total[ent->frame != 0]) : 0];
-       currentalpha = ent->alpha;
-       if (surf->flags & SURF_WATERALPHA)
-               currentalpha *= r_wateralpha.value;
-
-       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       if (ent->effects & EF_ADDITIVE)
-       {
-               rendertype = SURFRENDER_ADD;
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-       }
-       else if (currentalpha < 1 || texture->skin.fog != NULL)
-       {
-               rendertype = SURFRENDER_ALPHA;
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_DepthMask(false);
-       }
-       else
-       {
-               rendertype = SURFRENDER_OPAQUE;
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(!(ent->effects & EF_NODEPTHTEST));
-       }
+               r_refdef.viewcache.world_novis = false;
 
-       turb = (surf->flags & SURF_DRAWTURB) && r_waterscroll.value;
-       fullbright = !(ent->flags & RENDER_LIGHT) || (surf->flags & SURF_DRAWFULLBRIGHT) || !surf->samples;
-       base = fullbright ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       if (surf->flags & SURF_DRAWTURB)
-               base *= 0.5f;
-       if ((surf->flags & SURF_DRAWTURB) && gl_textureshader && r_watershader.value && !fogenabled)
-       {
-               // NVIDIA Geforce3 distortion texture shader on water
-               GL_Color(1, 1, 1, currentalpha);
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = surf->mesh.data_vertex3f;
-               m.tex[0] = R_GetTexture(mod_shared_distorttexture[(int)(cl.time * 16)&63]);
-               m.tex[1] = R_GetTexture(texture->skin.base);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_REPLACE;
-               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-               m.pointer_texcoord[1] = surf->mesh.data_texcoordtexture2f;
-               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
-               Matrix4x4_CreateTranslate(&m.texmatrix[1], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-               R_Mesh_State(&m);
-
-               GL_ActiveTexture(0);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(1);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
-               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
-               qglEnable(GL_TEXTURE_SHADER_NV);
-
-               GL_LockArrays(0, surf->mesh.num_vertices);
-               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-               GL_LockArrays(0, 0);
-
-               qglDisable(GL_TEXTURE_SHADER_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(0);
-       }
-       else
-       {
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = surf->mesh.data_vertex3f;
-               m.pointer_color = varray_color4f;
-               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-               m.tex[0] = R_GetTexture(texture->skin.base);
-               if (turb)
-               {
-                       // scrolling in texture matrix
-                       Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
-               }
-               colorscale = 1;
-               if (gl_combine.integer)
+               // if floating around in the void (no pvs data available, and no
+               // portals available), simply use all on-screen leafs.
+               if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || !r_refdef.view.usevieworiginculling)
                {
-                       m.texrgbscale[0] = 4;
-                       colorscale *= 0.25f;
-               }
-               R_FillColors(varray_color4f, surf->mesh.num_vertices, base, base, base, currentalpha);
-               if (!fullbright)
-               {
-                       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->samples)
-                               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);
+                       // no visibility method: (used when floating around in the void)
+                       // simply cull each leaf to the frustum (view pyramid)
+                       // similar to quake's RecursiveWorldNode but without cache misses
+                       r_refdef.viewcache.world_novis = true;
+                       for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+                       {
+                               if (leaf->clusterindex < 0)
+                                       continue;
+                               // if leaf is in current pvs and on the screen, mark its surfaces
+                               if (!R_CullBox(leaf->mins, leaf->maxs))
+                               {
+                                       r_refdef.stats[r_stat_world_leafs]++;
+                                       r_refdef.viewcache.world_leafvisible[j] = true;
+                                       if (leaf->numleafsurfaces)
+                                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                                       r_refdef.viewcache.world_surfacevisible[*mark] = true;
+                               }
+                       }
                }
-               RSurf_FogColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, colorscale, surf->mesh.num_vertices, modelorg);
-               R_Mesh_State(&m);
-               GL_LockArrays(0, surf->mesh.num_vertices);
-               R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-               GL_LockArrays(0, 0);
-               if (texture->skin.glow)
+               // just check if each leaf in the PVS is on screen
+               // (unless portal culling is enabled)
+               else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
                {
-                       memset(&m, 0, sizeof(m));
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       m.pointer_color = varray_color4f;
-                       m.tex[0] = R_GetTexture(texture->skin.glow);
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       if (m.tex[0])
+                       // pvs method:
+                       // simply check if each leaf is in the Potentially Visible Set,
+                       // and cull to frustum (view pyramid)
+                       // similar to quake's RecursiveWorldNode but without cache misses
+                       for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
-                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                               if (turb)
+                               if (leaf->clusterindex < 0)
+                                       continue;
+                               // if leaf is in current pvs and on the screen, mark its surfaces
+                               if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                                {
-                                       // scrolling in texture matrix
-                                       Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+                                       r_refdef.stats[r_stat_world_leafs]++;
+                                       r_refdef.viewcache.world_leafvisible[j] = true;
+                                       if (leaf->numleafsurfaces)
+                                               for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                                       r_refdef.viewcache.world_surfacevisible[*mark] = true;
                                }
                        }
-                       R_Mesh_State(&m);
-                       RSurf_FoggedColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, 1, 1, 1, currentalpha, 1, surf->mesh.num_vertices, modelorg);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
                }
-               if (fogenabled && rendertype != SURFRENDER_ADD)
+               // if desired use a recursive portal flow, culling each portal to
+               // frustum and checking if the leaf the portal leads to is in the pvs
+               else
                {
-                       memset(&m, 0, sizeof(m));
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       m.pointer_color = varray_color4f;
-                       m.tex[0] = R_GetTexture(texture->skin.fog);
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       if (m.tex[0])
+                       int leafstackpos;
+                       mportal_t *p;
+                       mleaf_t *leafstack[8192];
+                       vec3_t cullmins, cullmaxs;
+                       float cullbias = r_nearclip.value * 2.0f; // the nearclip plane can easily end up culling portals in certain perfectly-aligned views, causing view blackouts
+                       // simple-frustum portal method:
+                       // follows portals leading outward from viewleaf, does not venture
+                       // offscreen or into leafs that are not visible, faster than
+                       // Quake's RecursiveWorldNode and vastly better in unvised maps,
+                       // often culls some surfaces that pvs alone would miss
+                       // (such as a room in pvs that is hidden behind a wall, but the
+                       //  passage leading to the room is off-screen)
+                       leafstack[0] = viewleaf;
+                       leafstackpos = 1;
+                       while (leafstackpos)
                        {
-                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                               if (turb)
+                               leaf = leafstack[--leafstackpos];
+                               if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
+                                       continue;
+                               if (leaf->clusterindex < 0)
+                                       continue;
+                               r_refdef.stats[r_stat_world_leafs]++;
+                               r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
+                               // mark any surfaces bounding this leaf
+                               if (leaf->numleafsurfaces)
+                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                               r_refdef.viewcache.world_surfacevisible[*mark] = true;
+                               // follow portals into other leafs
+                               // the checks are:
+                               // the leaf has not been visited yet
+                               // and the leaf is visible in the pvs
+                               // the portal polygon's bounding box is on the screen
+                               for (p = leaf->portals;p;p = p->next)
                                {
-                                       // scrolling in texture matrix
-                                       Matrix4x4_CreateTranslate(&m.texmatrix[0], sin(cl.time) * 0.025 * r_waterscroll.value, sin(cl.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
+                                       r_refdef.stats[r_stat_world_portals]++;
+                                       if (r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs])
+                                               continue;
+                                       if (!CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex))
+                                               continue;
+                                       cullmins[0] = p->mins[0] - cullbias;
+                                       cullmins[1] = p->mins[1] - cullbias;
+                                       cullmins[2] = p->mins[2] - cullbias;
+                                       cullmaxs[0] = p->maxs[0] + cullbias;
+                                       cullmaxs[1] = p->maxs[1] + cullbias;
+                                       cullmaxs[2] = p->maxs[2] + cullbias;
+                                       if (R_CullBox(cullmins, cullmaxs))
+                                               continue;
+                                       if (r_vis_trace.integer)
+                                       {
+                                               if (p->tracetime != realtime && R_CanSeeBox(r_vis_trace_samples.value, r_vis_trace_eyejitter.value, r_vis_trace_enlarge.value, r_vis_trace_expand.value, r_vis_trace_pad.value, r_refdef.view.origin, cullmins, cullmaxs))
+                                                       p->tracetime = realtime;
+                                               if (realtime - p->tracetime > r_vis_trace_delay.value)
+                                                       continue;
+                                       }
+                                       if (leafstackpos >= (int)(sizeof(leafstack) / sizeof(leafstack[0])))
+                                               break;
+                                       leafstack[leafstackpos++] = p->past;
                                }
                        }
-                       R_Mesh_State(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha, 1, surf->mesh.num_vertices, modelorg);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
                }
        }
+
+       R_View_WorldVisibility_CullSurfaces();
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
-       const msurface_t *surf;
-       rmeshstate_t m;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
-       m.texrgbscale[1] = 2;
-       m.tex[2] = R_GetTexture(texture->skin.detail);
-       m.texrgbscale[2] = 2;
-       if (texture->skin.glow)
-       {
-               m.tex[3] = R_GetTexture(texture->skin.glow);
-               m.texcombinergb[3] = GL_ADD;
-       }
-       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
+       if (ent->model == NULL)
+               return;
+       R_DrawModelSurfaces(ent, true, true, false, false, false);
+}
+
+void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
+{
+       int i, j, n, flagsmask;
+       dp_model_t *model = ent->model;
+       msurface_t *surfaces;
+       if (model == NULL)
+               return;
 
-       while((surf = *surfchain++) != NULL)
+       RSurf_ActiveModelEntity(ent, true, false, false);
+
+       surfaces = model->data_surfaces;
+       flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
+
+       // add visible surfaces to draw list
+       if (ent == r_refdef.scene.worldentity)
        {
-               if (surf->visframe == r_framecount)
+               for (i = 0;i < model->nummodelsurfaces;i++)
                {
-                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       m.tex[1] = lightmaptexturenum;
-                       m.pointer_vertex = 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;
-                       m.pointer_texcoord[3] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
+                       j = model->sortedmodelsurfaces[i];
+                       if (r_refdef.viewcache.world_surfacevisible[j])
+                               if (surfaces[j].texture->basematerialflags & flagsmask)
+                                       R_Water_AddWaterPlane(surfaces + j, 0);
                }
        }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
-       m.texrgbscale[1] = 2;
-       m.tex[2] = R_GetTexture(texture->skin.detail);
-       m.texrgbscale[2] = 2;
-       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
-
-       while((surf = *surfchain++) != NULL)
+       else
        {
-               if (surf->visframe == r_framecount)
+               if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
+                       n = ent->entitynumber;
+               else
+                       n = 0;
+               for (i = 0;i < model->nummodelsurfaces;i++)
                {
-                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       m.tex[1] = lightmaptexturenum;
-                       m.pointer_vertex = 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(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
+                       j = model->sortedmodelsurfaces[i];
+                       if (surfaces[j].texture->basematerialflags & flagsmask)
+                               R_Water_AddWaterPlane(surfaces + j, n);
                }
        }
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+void R_Q1BSP_Draw(entity_render_t *ent)
 {
-       const msurface_t *surf;
-       rmeshstate_t m;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       m.tex[1] = R_GetTexture((**surfchain).lightmaptexture);
-       m.texrgbscale[1] = 2;
-       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       m.tex[1] = lightmaptexturenum;
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       m.pointer_texcoord[1] = surf->mesh.data_texcoordlightmap2f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
+       dp_model_t *model = ent->model;
+       if (model == NULL)
+               return;
+       R_DrawModelSurfaces(ent, false, true, false, false, false);
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+void R_Q1BSP_DrawDepth(entity_render_t *ent)
 {
-       const msurface_t *surf;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_DepthMask(true);
+       dp_model_t *model = ent->model;
+       if (model == NULL || model->surfmesh.isanimated)
+               return;
+       GL_ColorMask(0,0,0,0);
+       GL_Color(1,1,1,1);
        GL_DepthTest(true);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       if (ent->flags & RENDER_LIGHT)
-               GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
-       else
-               GL_Color(1, 1, 1, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
-       GL_Color(1, 1, 1, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       m.tex[0] = lightmaptexturenum;
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseAmbient(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.base);
-       GL_Color(r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), r_ambient.value * (1.0f / 128.0f), 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       float modelorg[3];
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.pointer_color = varray_color4f;
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       if (m.tex[0])
-                               m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State(&m);
-                       RSurf_FogPassColors_Vertex3f_Color4f(surf->mesh.data_vertex3f, varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], 1, 1, surf->mesh.num_vertices, modelorg);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.detail);
-       GL_Color(1, 1, 1, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoorddetail2f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-}
-
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(texture->skin.glow);
-       GL_Color(1, 1, 1, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-}
-
-/*
-static void RSurfShader_OpaqueWall_Pass_OpaqueGlow(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
-{
-       const msurface_t *surf;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
        GL_DepthMask(true);
-       m.tex[0] = R_GetTexture(texture->skin.glow);
-       if (m.tex[0])
-               GL_Color(1, 1, 1, 1);
-       else
-               GL_Color(0, 0, 0, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoordtexture2f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
+//     R_Mesh_ResetTextureState();
+       R_DrawModelSurfaces(ent, false, false, true, false, false);
+       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
 }
-*/
 
-static void RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(const entity_render_t *ent, const texture_t *texture, msurface_t **surfchain)
+void R_Q1BSP_DrawDebug(entity_render_t *ent)
 {
-       const msurface_t *surf;
-       rmeshstate_t m;
-       int lightmaptexturenum;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture((**surfchain).lightmaptexture);
-       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
-       while((surf = *surfchain++) != NULL)
-       {
-               if (surf->visframe == r_framecount)
-               {
-                       lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
-                       m.tex[0] = lightmaptexturenum;
-                       m.pointer_vertex = surf->mesh.data_vertex3f;
-                       m.pointer_texcoord[0] = surf->mesh.data_texcoordlightmap2f;
-                       R_Mesh_State(&m);
-                       GL_LockArrays(0, surf->mesh.num_vertices);
-                       R_Mesh_Draw(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i);
-                       GL_LockArrays(0, 0);
-               }
-       }
-}
-
-void R_UpdateTextureInfo(entity_render_t *ent)
-{
-       int i, texframe, alttextures;
-       texture_t *t;
-
-       if (!ent->model)
-               return;
-
-       alttextures = ent->frame != 0;
-       texframe = (int)(cl.time * 5.0f);
-       for (i = 0;i < ent->model->brushq1.numtextures;i++)
-       {
-               t = ent->model->brushq1.textures + i;
-               t->currentalpha = ent->alpha;
-               if (t->flags & SURF_WATERALPHA)
-                       t->currentalpha *= r_wateralpha.value;
-               if (ent->effects & EF_ADDITIVE)
-                       t->rendertype = SURFRENDER_ADD;
-               else if (t->currentalpha < 1 || t->skin.fog != NULL)
-                       t->rendertype = SURFRENDER_ALPHA;
-               else
-                       t->rendertype = SURFRENDER_OPAQUE;
-               // we don't need to set currentframe if t->animated is false because
-               // it was already set up by the texture loader for non-animating
-               if (t->animated)
-                       t->currentframe = t->anim_frames[alttextures][(t->anim_total[alttextures] >= 2) ? (texframe % t->anim_total[alttextures]) : 0];
-       }
-}
-
-void R_UpdateLightmapInfo(entity_render_t *ent)
-{
-       int i;
-       msurface_t *surface, **surfacechain;
-       model_t *model = ent->model;
-       if (!model)
+       if (ent->model == NULL)
                return;
-       if (r_dynamic.integer && !r_rtdlight)
-               R_MarkLights(ent);
-       for (i = 0;i < model->brushq1.light_styles;i++)
-       {
-               if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
-               {
-                       model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
-                       for (surfacechain = model->brushq1.light_styleupdatechains[i];(surface = *surfacechain);surfacechain++)
-                               surface->cached_dlight = true;
-               }
-       }
+       R_DrawModelSurfaces(ent, false, false, false, true, false);
 }
 
-void R_PrepareSurfaces(entity_render_t *ent)
+void R_Q1BSP_DrawPrepass(entity_render_t *ent)
 {
-       int i, numsurfaces, *surfacevisframes;
-       model_t *model;
-       msurface_t *surf, *surfaces;
-       vec3_t modelorg;
-
-       if (!ent->model)
-               return;
-
-       model = ent->model;
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       numsurfaces = model->nummodelsurfaces;
-       surfaces = model->brushq1.surfaces + model->firstmodelsurface;
-       surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
-       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
-       {
-               if (surfacevisframes[i] == r_framecount)
-               {
-#if !WORLDNODECULLBACKFACES
-                       // mark any backface surfaces as not visible
-                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-                       {
-                               if (!(surf->flags & SURF_PLANEBACK))
-                                       surfacevisframes[i] = -1;
-                       }
-                       else
-                       {
-                               if ((surf->flags & SURF_PLANEBACK))
-                                       surfacevisframes[i] = -1;
-                       }
-                       if (surfacevisframes[i] == r_framecount)
-#endif
-                       {
-                               c_faces++;
-                               surf->visframe = r_framecount;
-                               if (surf->cached_dlight && surf->lightmaptexture != NULL)
-                                       R_BuildLightMap(ent, surf);
-                       }
-               }
-       }
-}
-
-void R_DrawSurfaces(entity_render_t *ent, int flagsmask)
-{
-       int texturenumber, f;
-       vec3_t center;
-       msurface_t *surf, **chain, **surfchain;
-       texture_t *t, *texture;
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        if (model == NULL)
                return;
-       R_Mesh_Matrix(&ent->matrix);
-       for (texturenumber = 0, t = model->brushq1.textures;texturenumber < model->brushq1.numtextures;texturenumber++, t++)
-       {
-               if ((f = t->flags & flagsmask) && (texture = t->currentframe) && (surfchain = model->brushq1.pvstexturechains[texturenumber]) != NULL)
-               {
-                       if (texture->flags & SURF_LIGHTMAP)
+       R_DrawModelSurfaces(ent, false, true, false, false, true);
+}
+
+typedef struct r_q1bsp_getlightinfo_s
+{
+       dp_model_t *model;
+       vec3_t relativelightorigin;
+       float lightradius;
+       int *outleaflist;
+       unsigned char *outleafpvs;
+       int outnumleafs;
+       unsigned char *visitingleafpvs;
+       int *outsurfacelist;
+       unsigned char *outsurfacepvs;
+       unsigned char *tempsurfacepvs;
+       unsigned char *outshadowtrispvs;
+       unsigned char *outlighttrispvs;
+       int outnumsurfaces;
+       vec3_t outmins;
+       vec3_t outmaxs;
+       vec3_t lightmins;
+       vec3_t lightmaxs;
+       const unsigned char *pvs;
+       qboolean svbsp_active;
+       qboolean svbsp_insertoccluder;
+       qboolean noocclusion; // avoids PVS culling
+       qboolean frontsidecasting; // casts shadows from surfaces facing the light (otherwise ones facing away)
+       int numfrustumplanes;
+       const mplane_t *frustumplanes;
+}
+r_q1bsp_getlightinfo_t;
+
+#define GETLIGHTINFO_MAXNODESTACK 4096
+
+static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
+{
+       // nodestack
+       mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
+       int nodestackpos = 0;
+       // node processing
+       mplane_t *plane;
+       mnode_t *node;
+       int sides;
+       // leaf processing
+       mleaf_t *leaf;
+       const msurface_t *surface;
+       const msurface_t *surfaces = info->model->data_surfaces;
+       int numleafsurfaces;
+       int leafsurfaceindex;
+       int surfaceindex;
+       int triangleindex, t;
+       int currentmaterialflags;
+       qboolean castshadow;
+       const int *e;
+       const vec_t *v[3];
+       float v2[3][3];
+       qboolean insidebox;
+       qboolean noocclusion = info->noocclusion;
+       qboolean frontsidecasting = info->frontsidecasting;
+       qboolean svbspactive = info->svbsp_active;
+       qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
+       const int *leafsurfaceindices;
+       qboolean addedtris;
+       int i;
+       mportal_t *portal;
+       static float points[128][3];
+       // push the root node onto our nodestack
+       nodestack[nodestackpos++] = info->model->brush.data_nodes;
+       // we'll be done when the nodestack is empty
+       while (nodestackpos)
+       {
+               // get a node from the stack to process
+               node = nodestack[--nodestackpos];
+               // is it a node or a leaf?
+               plane = node->plane;
+               if (plane)
+               {
+                       // node
+#if 0
+                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+                               continue;
+#endif
+#if 0
+                       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+                               continue;
+#endif
+                       // axial planes can be processed much more quickly
+                       if (plane->type < 3)
                        {
-                               if (gl_lightmaps.integer)
-                               {
-                                       RSurfShader_OpaqueWall_Pass_BaseLightmapOnly(ent, texture, surfchain);
-                                       if (fogenabled)
-                                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
-                               }
-                               else if (texture->rendertype != SURFRENDER_OPAQUE)
-                               {
-                                       // transparent vertex shaded from lightmap
-                                       for (chain = surfchain;(surf = *chain) != NULL;chain++)
-                                       {
-                                               if (surf->visframe == r_framecount)
-                                               {
-                                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
-                                               }
-                                       }
-                               }
+                               // axial plane
+                               if (info->lightmins[plane->type] > plane->dist)
+                                       nodestack[nodestackpos++] = node->children[0];
+                               else if (info->lightmaxs[plane->type] < plane->dist)
+                                       nodestack[nodestackpos++] = node->children[1];
                                else
                                {
-                                       if (!(ent->flags & RENDER_LIGHT))
+                                       // recurse front side first because the svbsp building prefers it
+                                       if (info->relativelightorigin[plane->type] >= plane->dist)
                                        {
-                                               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
-                                               if (r_detailtextures.integer)
-                                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-                                               if (texture->skin.glow)
-                                                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+                                               if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+                                                       nodestack[nodestackpos++] = node->children[0];
+                                               nodestack[nodestackpos++] = node->children[1];
                                        }
-                                       else if (r_textureunits.integer >= 4 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
-                                               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetailGlow(ent, texture, surfchain);
                                        else
                                        {
-                                               if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer && r_ambient.value <= 0)
-                                                       RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmapDetail(ent, texture, surfchain);
-                                               else
-                                               {
-                                                       if (r_textureunits.integer >= 2 && gl_combine.integer)
-                                                               RSurfShader_OpaqueWall_Pass_BaseCombine_TextureLightmap(ent, texture, surfchain);
-                                                       else
-                                                       {
-                                                               RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
-                                                               RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture, surfchain);
-                                                       }
-                                                       if (r_ambient.value > 0)
-                                                               RSurfShader_OpaqueWall_Pass_BaseAmbient(ent, texture, surfchain);
-                                                       if (r_detailtextures.integer)
-                                                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
-                                               }
-                                               if (texture->skin.glow)
-                                                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+                                               if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+                                                       nodestack[nodestackpos++] = node->children[1];
+                                               nodestack[nodestackpos++] = node->children[0];
                                        }
-                                       if (fogenabled)
-                                               RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
                                }
                        }
-                       else if (texture->flags & SURF_DRAWTURB)
+                       else
                        {
-                               for (chain = surfchain;(surf = *chain) != NULL;chain++)
+                               // sloped plane
+                               sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+                               switch (sides)
                                {
-                                       if (surf->visframe == r_framecount)
+                               default:
+                                       continue; // ERROR: NAN bounding box!
+                               case 1:
+                                       nodestack[nodestackpos++] = node->children[0];
+                                       break;
+                               case 2:
+                                       nodestack[nodestackpos++] = node->children[1];
+                                       break;
+                               case 3:
+                                       // recurse front side first because the svbsp building prefers it
+                                       if (PlaneDist(info->relativelightorigin, plane) >= 0)
                                        {
-                                               if (texture->rendertype == SURFRENDER_OPAQUE)
-                                                       RSurfShader_Transparent_Callback(ent, surf - ent->model->brushq1.surfaces);
-                                               else
-                                               {
-                                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                                       R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surf - ent->model->brushq1.surfaces);
-                                               }
+                                               if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+                                                       nodestack[nodestackpos++] = node->children[0];
+                                               nodestack[nodestackpos++] = node->children[1];
+                                       }
+                                       else
+                                       {
+                                               if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+                                                       nodestack[nodestackpos++] = node->children[1];
+                                               nodestack[nodestackpos++] = node->children[0];
                                        }
+                                       break;
                                }
                        }
-                       else if (texture->flags & SURF_DRAWSKY)
-                               RSurfShader_Sky(ent, texture, surfchain);
-               }
-       }
-}
-
-static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
-{
-       int i;
-       float *v;
-       rmeshstate_t m;
-       const entity_render_t *ent = calldata1;
-       const mportal_t *portal = ent->model->brushq1.portals + calldata2;
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       R_Mesh_Matrix(&ent->matrix);
-
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = varray_vertex3f;
-       R_Mesh_State(&m);
-
-       i = portal - ent->model->brushq1.portals;
-       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f),
-                        ((i & 0x0038) >> 3) * (1.0f / 7.0f),
-                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f),
-                        0.125f);
-       if (PlaneDiff(r_vieworigin, (&portal->plane)) < 0)
-       {
-               for (i = portal->numpoints - 1, v = varray_vertex3f;i >= 0;i--, v += 3)
-                       VectorCopy(portal->points[i].position, v);
-       }
-       else
-               for (i = 0, v = varray_vertex3f;i < portal->numpoints;i++, v += 3)
-                       VectorCopy(portal->points[i].position, v);
-       GL_LockArrays(0, portal->numpoints);
-       R_Mesh_Draw(portal->numpoints, portal->numpoints - 2, polygonelements);
-       GL_LockArrays(0, 0);
-}
-
-// LordHavoc: this is just a nice debugging tool, very slow
-static void R_DrawPortals(entity_render_t *ent)
-{
-       int i;
-       mportal_t *portal, *endportal;
-       float temp[3], center[3], f;
-       if (ent->model == NULL)
-               return;
-       for (portal = ent->model->brushq1.portals, endportal = portal + ent->model->brushq1.numportals;portal < endportal;portal++)
-       {
-               if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
-               {
-                       VectorClear(temp);
-                       for (i = 0;i < portal->numpoints;i++)
-                               VectorAdd(temp, portal->points[i].position, temp);
-                       f = ixtable[portal->numpoints];
-                       VectorScale(temp, f, temp);
-                       Matrix4x4_Transform(&ent->matrix, temp, center);
-                       R_MeshQueue_AddTransparent(center, R_DrawPortal_Callback, ent, portal - ent->model->brushq1.portals);
-               }
-       }
-}
-
-void R_PrepareBrushModel(entity_render_t *ent)
-{
-       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
-       msurface_t *surf;
-       model_t *model;
-#if WORLDNODECULLBACKFACES
-       vec3_t modelorg;
-#endif
-
-       // because bmodels can be reused, we have to decide which things to render
-       // from scratch every time
-       model = ent->model;
-       if (model == NULL)
-               return;
-#if WORLDNODECULLBACKFACES
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-#endif
-       numsurfaces = model->nummodelsurfaces;
-       surf = model->brushq1.surfaces + model->firstmodelsurface;
-       surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
-       surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
-       for (i = 0;i < numsurfaces;i++, surf++)
-       {
-#if WORLDNODECULLBACKFACES
-               // mark any backface surfaces as not visible
-               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-               {
-                       if ((surf->flags & SURF_PLANEBACK))
-                               surfacevisframes[i] = r_framecount;
-               }
-               else if (!(surf->flags & SURF_PLANEBACK))
-                       surfacevisframes[i] = r_framecount;
-#else
-               surfacevisframes[i] = r_framecount;
-#endif
-               surf->dlightframe = -1;
-       }
-       R_UpdateTextureInfo(ent);
-       R_UpdateLightmapInfo(ent);
-}
-
-void R_SurfaceWorldNode (entity_render_t *ent)
-{
-       int i, *surfacevisframes, *surfacepvsframes, surfnum;
-       msurface_t *surf;
-       mleaf_t *leaf;
-       model_t *model;
-       vec3_t modelorg;
-
-       // equivilant to quake's RecursiveWorldNode but faster and more effective
-       model = ent->model;
-       if (model == NULL)
-               return;
-       surfacevisframes = model->brushq1.surfacevisframes + model->firstmodelsurface;
-       surfacepvsframes = model->brushq1.surfacepvsframes + model->firstmodelsurface;
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-
-       for (leaf = model->brushq1.pvsleafchain;leaf;leaf = leaf->pvschain)
-       {
-               if (!R_CullBox (leaf->mins, leaf->maxs))
-               {
-                       c_leafs++;
-                       leaf->visframe = r_framecount;
-               }
-       }
-
-       for (i = 0;i < model->brushq1.pvssurflistlength;i++)
-       {
-               surfnum = model->brushq1.pvssurflist[i];
-               surf = model->brushq1.surfaces + surfnum;
-#if WORLDNODECULLBACKFACES
-               if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-               {
-                       if ((surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
-                               surfacevisframes[surfnum] = r_framecount;
                }
                else
                {
-                       if (!(surf->flags & SURF_PLANEBACK) && !R_CullBox (surf->poly_mins, surf->poly_maxs))
-                               surfacevisframes[surfnum] = r_framecount;
-               }
-#else
-               if (!R_CullBox (surf->poly_mins, surf->poly_maxs))
-                       surfacevisframes[surfnum] = r_framecount;
+                       // leaf
+                       leaf = (mleaf_t *)node;
+#if 1
+                       if (!info->noocclusion && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+                               continue;
 #endif
-       }
-}
-
-static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
-{
-       int c, leafstackpos, *mark, *surfacevisframes;
-#if WORLDNODECULLBACKFACES
-       int n;
-       msurface_t *surf;
+#if 1
+                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+                               continue;
 #endif
-       mleaf_t *leaf, *leafstack[8192];
-       mportal_t *p;
-       vec3_t modelorg;
-       msurface_t *surfaces;
-       if (ent->model == NULL)
-               return;
-       // LordHavoc: portal-passage worldnode with PVS;
-       // follows portals leading outward from viewleaf, does not venture
-       // offscreen or into leafs that are not visible, faster than Quake's
-       // RecursiveWorldNode
-       surfaces = ent->model->brushq1.surfaces;
-       surfacevisframes = ent->model->brushq1.surfacevisframes;
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       viewleaf->worldnodeframe = r_framecount;
-       leafstack[0] = viewleaf;
-       leafstackpos = 1;
-       while (leafstackpos)
-       {
-               c_leafs++;
-               leaf = leafstack[--leafstackpos];
-               leaf->visframe = r_framecount;
-               // draw any surfaces bounding this leaf
-               if (leaf->nummarksurfaces)
-               {
-                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
-                       {
-#if WORLDNODECULLBACKFACES
-                               n = *mark++;
-                               if (surfacevisframes[n] != r_framecount)
-                               {
-                                       surf = surfaces + n;
-                                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
-                                       {
-                                               if ((surf->flags & SURF_PLANEBACK))
-                                                       surfacevisframes[n] = r_framecount;
-                                       }
-                                       else
-                                       {
-                                               if (!(surf->flags & SURF_PLANEBACK))
-                                                       surfacevisframes[n] = r_framecount;
-                                       }
-                               }
-#else
-                               surfacevisframes[*mark++] = r_framecount;
+#if 1
+                       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+                               continue;
 #endif
-                       }
-               }
-               // follow portals into other leafs
-               for (p = leaf->portals;p;p = p->next)
-               {
-                       // LordHavoc: this DotProduct hurts less than a cache miss
-                       // (which is more likely to happen if backflowing through leafs)
-                       if (DotProduct(modelorg, p->plane.normal) < (p->plane.dist + 1))
+
+                       if (svbspactive)
                        {
-                               leaf = p->past;
-                               if (leaf->worldnodeframe != r_framecount)
+                               // we can occlusion test the leaf by checking if all of its portals
+                               // are occluded (unless the light is in this leaf - but that was
+                               // already handled by the caller)
+                               for (portal = leaf->portals;portal;portal = portal->next)
                                {
-                                       leaf->worldnodeframe = r_framecount;
-                                       // FIXME: R_CullBox is absolute, should be done relative
-                                       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
-                                               leafstack[leafstackpos++] = leaf;
+                                       for (i = 0;i < portal->numpoints;i++)
+                                               VectorCopy(portal->points[i].position, points[i]);
+                                       if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
+                                               break;
                                }
+                               if (leaf->portals && portal == NULL)
+                                       continue; // no portals of this leaf visible
                        }
-               }
-       }
-}
 
-void R_PVSUpdate (entity_render_t *ent, mleaf_t *viewleaf)
-{
-       int j, c, *surfacepvsframes, *mark;
-       mleaf_t *leaf;
-       model_t *model;
+                       // add this leaf to the reduced light bounds
+                       info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+                       info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+                       info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+                       info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+                       info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+                       info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
 
-       model = ent->model;
-       if (model && (model->brushq1.pvsviewleaf != viewleaf || model->brushq1.pvsviewleafnovis != r_novis.integer))
-       {
-               model->brushq1.pvsframecount++;
-               model->brushq1.pvsviewleaf = viewleaf;
-               model->brushq1.pvsviewleafnovis = r_novis.integer;
-               model->brushq1.pvsleafchain = NULL;
-               model->brushq1.pvssurflistlength = 0;
-               if (viewleaf)
-               {
-                       surfacepvsframes = model->brushq1.surfacepvsframes;
-                       for (j = 0, leaf = model->brushq1.data_leafs;j < model->brushq1.num_leafs;j++, leaf++)
+                       // mark this leaf as being visible to the light
+                       if (info->outleafpvs)
                        {
-                               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
+                               int leafindex = leaf - info->model->brush.data_leafs;
+                               if (!CHECKPVSBIT(info->outleafpvs, leafindex))
                                {
-                                       leaf->pvsframe = model->brushq1.pvsframecount;
-                                       leaf->pvschain = model->brushq1.pvsleafchain;
-                                       model->brushq1.pvsleafchain = leaf;
-                                       // mark surfaces bounding this leaf as visible
-                                       for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--, mark++)
-                                               surfacepvsframes[*mark] = model->brushq1.pvsframecount;
+                                       SETPVSBIT(info->outleafpvs, leafindex);
+                                       info->outleaflist[info->outnumleafs++] = leafindex;
                                }
                        }
-                       model->brushq1.BuildPVSTextureChains(model);
-               }
-       }
-}
-
-void R_WorldVisibility(entity_render_t *ent)
-{
-       vec3_t modelorg;
-       mleaf_t *viewleaf;
-
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       viewleaf = (ent->model && ent->model->brushq1.PointInLeaf) ? ent->model->brushq1.PointInLeaf(ent->model, modelorg) : NULL;
-       R_PVSUpdate(ent, viewleaf);
-
-       if (!viewleaf)
-               return;
-
-       if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
-               R_SurfaceWorldNode (ent);
-       else
-               R_PortalWorldNode (ent, viewleaf);
-
-       if (r_drawportals.integer)
-               R_DrawPortals(ent);
-}
-
-void R_Q1BSP_DrawSky(entity_render_t *ent)
-{
-       if (ent->model == NULL)
-               return;
-       if (ent != &cl_entities[0].render)
-               R_PrepareBrushModel(ent);
-       R_PrepareSurfaces(ent);
-       R_DrawSurfaces(ent, SURF_DRAWSKY);
-}
 
-void R_Q1BSP_Draw(entity_render_t *ent)
-{
-       if (ent->model == NULL)
-               return;
-       c_bmodels++;
-       if (ent != &cl_entities[0].render)
-               R_PrepareBrushModel(ent);
-       R_PrepareSurfaces(ent);
-       R_UpdateTextureInfo(ent);
-       R_UpdateLightmapInfo(ent);
-       R_DrawSurfaces(ent, SURF_DRAWTURB | SURF_LIGHTMAP);
-}
+                       // when using BIH, we skip the surfaces here
+                       if (skipsurfaces)
+                               continue;
 
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
-{
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs;
-       int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
-       const int *e;
-       const float *v[3];
-       msurface_t *surface;
-       mleaf_t *leaf;
-       const qbyte *pvs;
-       lightmins[0] = relativelightorigin[0] - lightradius;
-       lightmins[1] = relativelightorigin[1] - lightradius;
-       lightmins[2] = relativelightorigin[2] - lightradius;
-       lightmaxs[0] = relativelightorigin[0] + lightradius;
-       lightmaxs[1] = relativelightorigin[1] + lightradius;
-       lightmaxs[2] = relativelightorigin[2] + lightradius;
-       *outnumclusterspointer = 0;
-       *outnumsurfacespointer = 0;
-       memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
-       memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
-       if (model == NULL)
-       {
-               VectorCopy(lightmins, outmins);
-               VectorCopy(lightmaxs, outmaxs);
-               return;
-       }
-       VectorCopy(relativelightorigin, outmins);
-       VectorCopy(relativelightorigin, outmaxs);
-       if (model->brush.GetPVS)
-               pvs = model->brush.GetPVS(model, relativelightorigin);
-       else
-               pvs = NULL;
-       // FIXME: use BSP recursion as lights are often small
-       for (leafindex = 0, leaf = model->brushq1.data_leafs;leafindex < model->brushq1.num_leafs;leafindex++, leaf++)
-       {
-               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
-               {
-                       outmins[0] = min(outmins[0], leaf->mins[0]);
-                       outmins[1] = min(outmins[1], leaf->mins[1]);
-                       outmins[2] = min(outmins[2], leaf->mins[2]);
-                       outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
-                       outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
-                       outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
-                       if (outclusterpvs)
+                       // iterate the surfaces linked by this leaf and check their triangles
+                       leafsurfaceindices = leaf->firstleafsurface;
+                       numleafsurfaces = leaf->numleafsurfaces;
+                       if (svbspinsertoccluder)
                        {
-                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
+                               for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
                                {
-                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
-                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
+                                       surfaceindex = leafsurfaceindices[leafsurfaceindex];
+                                       if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                                               continue;
+                                       SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                       surface = surfaces + surfaceindex;
+                                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+                                               continue;
+                                       currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+                                       castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                                       if (!castshadow)
+                                               continue;
+                                       insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+                                       {
+                                               v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                               v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                               v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                               VectorCopy(v[0], v2[0]);
+                                               VectorCopy(v[1], v2[1]);
+                                               VectorCopy(v[2], v2[2]);
+                                               if (insidebox || TriangleBBoxOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+                                                       SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+                                       }
                                }
                        }
-                       if (outsurfacepvs)
+                       else
                        {
-                               for (marksurfaceindex = 0;marksurfaceindex < leaf->nummarksurfaces;marksurfaceindex++)
+                               for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
                                {
-                                       surfaceindex = leaf->firstmarksurface[marksurfaceindex];
-                                       if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
+                                       surfaceindex = leafsurfaceindices[leafsurfaceindex];
+                                       if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                                               continue;
+                                       SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                       surface = surfaces + surfaceindex;
+                                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+                                               continue;
+                                       addedtris = false;
+                                       currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+                                       castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                                       insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
                                        {
-                                               surface = model->brushq1.surfaces + surfaceindex;
-                                               if (BoxesOverlap(lightmins, lightmaxs, surface->poly_mins, surface->poly_maxs) && (surface->flags & SURF_LIGHTMAP) && !surface->texinfo->texture->skin.fog)
+                                               v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                               v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                               v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                               VectorCopy(v[0], v2[0]);
+                                               VectorCopy(v[1], v2[1]);
+                                               VectorCopy(v[2], v2[2]);
+                                               if (!insidebox && !TriangleBBoxOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+                                                       continue;
+                                               if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+                                                       continue;
+                                               // we don't omit triangles from lighting even if they are
+                                               // backfacing, because when using shadowmapping they are often
+                                               // not fully occluded on the horizon of an edge
+                                               SETPVSBIT(info->outlighttrispvs, t);
+                                               addedtris = true;
+                                               if (castshadow)
                                                {
-                                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->mesh.num_triangles;triangleindex++, t++, e += 3)
+                                                       if (noocclusion || (currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+                                                       {
+                                                               // if the material is double sided we
+                                                               // can't cull by direction
+                                                               SETPVSBIT(info->outshadowtrispvs, t);
+                                                       }
+                                                       else if (frontsidecasting)
                                                        {
-                                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                                               {
-                                                                       SETPVSBIT(outsurfacepvs, surfaceindex);
-                                                                       outsurfacelist[outnumsurfaces++] = surfaceindex;
-                                                                       break;
-                                                               }
+                                                               // front side casting occludes backfaces,
+                                                               // so they are completely useless as both
+                                                               // casters and lit polygons
+                                                               if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                                       }
+                                                       else
+                                                       {
+                                                               // back side casting does not occlude
+                                                               // anything so we can't cull lit polygons
+                                                               if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                                       SETPVSBIT(info->outshadowtrispvs, t);
                                                        }
                                                }
                                        }
+                                       if (addedtris)
+                                               info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
                                }
                        }
                }
        }
-
-       // limit combined leaf box to light boundaries
-       outmins[0] = max(outmins[0], lightmins[0]);
-       outmins[1] = max(outmins[1], lightmins[1]);
-       outmins[2] = max(outmins[2], lightmins[2]);
-       outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
-       outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
-       outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
-       *outnumclusterspointer = outnumclusters;
-       *outnumsurfacespointer = outnumsurfaces;
 }
 
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
 {
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs;
+       bih_leaf_t *leaf;
+       bih_node_t *node;
+       int nodenum;
+       int axis;
+       int surfaceindex;
+       int t;
+       int nodeleafindex;
+       int currentmaterialflags;
+       qboolean castshadow;
+       qboolean noocclusion = info->noocclusion;
+       qboolean frontsidecasting = info->frontsidecasting;
        msurface_t *surface;
-       int surfacelistindex, j, t;
        const int *e;
-       const float *v[3];
-       if (r_drawcollisionbrushes.integer < 2)
-       {
-               lightmins[0] = relativelightorigin[0] - lightradius;
-               lightmins[1] = relativelightorigin[1] - lightradius;
-               lightmins[2] = relativelightorigin[2] - lightradius;
-               lightmaxs[0] = relativelightorigin[0] + lightradius;
-               lightmaxs[1] = relativelightorigin[1] + lightradius;
-               lightmaxs[2] = relativelightorigin[2] + lightradius;
-               R_Mesh_Matrix(&ent->matrix);
-               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       const vec_t *v[3];
+       float v2[3][3];
+       int nodestack[GETLIGHTINFO_MAXNODESTACK];
+       int nodestackpos = 0;
+       // note: because the BSP leafs are not in the BIH tree, the _BSP function
+       // must be called to mark leafs visible for entity culling...
+       // we start at the root node
+       nodestack[nodestackpos++] = bih->rootnode;
+       // we'll be done when the stack is empty
+       while (nodestackpos)
+       {
+               // pop one off the stack to process
+               nodenum = nodestack[--nodestackpos];
+               // node
+               node = bih->nodes + nodenum;
+               if (node->type == BIH_UNORDERED)
+               {
+                       for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
+                       {
+                               leaf = bih->leafs + node->children[nodeleafindex];
+                               if (leaf->type != BIH_RENDERTRIANGLE)
+                                       continue;
+#if 1
+                               if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+                                       continue;
+#endif
+#if 1
+                               if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+                                       continue;
+#endif
+                               surfaceindex = leaf->surfaceindex;
+                               surface = info->model->data_surfaces + surfaceindex;
+                               currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+                               castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                               t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
+                               e = info->model->brush.shadowmesh->element3i + t * 3;
+                               v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                               v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                               v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                               VectorCopy(v[0], v2[0]);
+                               VectorCopy(v[1], v2[1]);
+                               VectorCopy(v[2], v2[2]);
+                               if (info->svbsp_insertoccluder)
+                               {
+                                       if (castshadow)
+                                               SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+                                       continue;
+                               }
+                               if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+                                       continue;
+                               // we don't occlude triangles from lighting even
+                               // if they are backfacing, because when using
+                               // shadowmapping they are often not fully occluded
+                               // on the horizon of an edge
+                               SETPVSBIT(info->outlighttrispvs, t);
+                               if (castshadow)
+                               {
+                                       if (noocclusion || (currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+                                       {
+                                               // if the material is double sided we
+                                               // can't cull by direction
+                                               SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                                       else if (frontsidecasting)
+                                       {
+                                               // front side casting occludes backfaces,
+                                               // so they are completely useless as both
+                                               // casters and lit polygons
+                                               if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                                       else
+                                       {
+                                               // back side casting does not occlude
+                                               // anything so we can't cull lit polygons
+                                               if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                               }
+                               if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                               {
+                                       SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                       info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+                               }
+                       }
+               }
+               else
                {
-                       surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
-                       for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->mesh.num_triangles;j++, t++, e += 3)
+                       axis = node->type - BIH_SPLITX;
+#if 0
+                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+                               continue;
+#endif
+#if 0
+                       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+                               continue;
+#endif
+                       if (info->lightmins[axis] <= node->backmax)
+                       {
+                               if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
+                                       nodestack[nodestackpos++] = node->front;
+                               nodestack[nodestackpos++] = node->back;
+                               continue;
+                       }
+                       else if (info->lightmaxs[axis] >= node->frontmin)
                        {
-                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                       shadowmarklist[numshadowmark++] = t;
+                               nodestack[nodestackpos++] = node->front;
+                               continue;
                        }
+                       else
+                               continue; // light falls between children, nothing here
                }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
        }
 }
 
-void R_Q1BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
+static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
 {
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs, modelorg;
-       msurface_t *surface;
-       texture_t *t;
-       int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
+       extern cvar_t r_shadow_usebihculling;
+       if (use_svbsp)
        {
-               lightmins[0] = relativelightorigin[0] - lightradius;
-               lightmins[1] = relativelightorigin[1] - lightradius;
-               lightmins[2] = relativelightorigin[2] - lightradius;
-               lightmaxs[0] = relativelightorigin[0] + lightradius;
-               lightmaxs[1] = relativelightorigin[1] + lightradius;
-               lightmaxs[2] = relativelightorigin[2] + lightradius;
-               R_Mesh_Matrix(&ent->matrix);
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               R_UpdateTextureInfo(ent);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               float origin[3];
+               VectorCopy(info->relativelightorigin, origin);
+               r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
+               r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
+               info->svbsp_active = true;
+               info->svbsp_insertoccluder = true;
+               for (;;)
                {
-                       surface = model->brushq1.surfaces + surfacelist[surfacelistindex];
-                       if (r_shadow_compilingrtlight)
+                       SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
+                       R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
+                       // if that failed, retry with more nodes
+                       if (r_svbsp.ranoutofnodes)
                        {
-                               // if compiling an rtlight, capture the mesh
-                               t = surface->texinfo->texture;
-                               if (t->flags & SURF_LIGHTMAP && t->skin.fog == NULL)
-                                       Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texinfo->texture->skin.base, surface->texinfo->texture->skin.gloss, surface->texinfo->texture->skin.nmap, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, surface->mesh.num_triangles, surface->mesh.data_element3i);
+                               // an upper limit is imposed
+                               if (r_svbsp.maxnodes >= 2<<22)
+                                       break;
+                               r_svbsp.maxnodes *= 2;
+                               r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
+                               //Mem_Free(r_svbsp.nodes);
+                               //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
                        }
-                       else if (ent != &cl_entities[0].render || surface->visframe == r_framecount)
+                       else
+                               break;
+               }
+               // now clear the visibility arrays because we need to redo it
+               info->outnumleafs = 0;
+               info->outnumsurfaces = 0;
+               memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
+               memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+               if (info->model->brush.shadowmesh)
+                       memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
+               else
+                       memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
+               memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
+       }
+       else
+               info->svbsp_active = false;
+
+       // we HAVE to mark the leaf the light is in as lit, because portals are
+       // irrelevant to a leaf that the light source is inside of
+       // (and they are all facing away, too)
+       {
+               mnode_t *node = info->model->brush.data_nodes;
+               mleaf_t *leaf;
+               while (node->plane)
+                       node = node->children[(node->plane->type < 3 ? info->relativelightorigin[node->plane->type] : DotProduct(info->relativelightorigin,node->plane->normal)) < node->plane->dist];
+               leaf = (mleaf_t *)node;
+               info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+               info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+               info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+               info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+               info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+               info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+               if (info->outleafpvs)
+               {
+                       int leafindex = leaf - info->model->brush.data_leafs;
+                       if (!CHECKPVSBIT(info->outleafpvs, leafindex))
                        {
-                               t = surface->texinfo->texture->currentframe;
-                               if (t->flags & SURF_LIGHTMAP)
-                                       R_Shadow_RenderLighting(surface->mesh.num_vertices, surface->mesh.num_triangles, surface->mesh.data_element3i, surface->mesh.data_vertex3f, surface->mesh.data_svector3f, surface->mesh.data_tvector3f, surface->mesh.data_normal3f, surface->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
+                               SETPVSBIT(info->outleafpvs, leafindex);
+                               info->outleaflist[info->outnumleafs++] = leafindex;
                        }
                }
        }
-}
 
-void R_DrawCollisionBrush(colbrushf_t *brush)
-{
-       int i;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = brush->points->v;
-       R_Mesh_State(&m);
-       i = ((int)brush) / sizeof(colbrushf_t);
-       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
-       GL_LockArrays(0, brush->numpoints);
-       R_Mesh_Draw(brush->numpoints, brush->numtriangles, brush->elements);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawCollisionFace(entity_render_t *ent, q3msurface_t *face)
-{
-       int i;
-       rmeshstate_t m;
-       if (!face->num_collisiontriangles)
-               return;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = face->data_collisionvertex3f;
-       R_Mesh_State(&m);
-       i = ((int)face) / sizeof(q3msurface_t);
-       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
-       GL_LockArrays(0, face->num_collisionvertices);
-       R_Mesh_Draw(face->num_collisionvertices, face->num_collisiontriangles, face->data_collisionelement3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawSkyFace(entity_render_t *ent, q3msurface_t *face)
-{
-       rmeshstate_t m;
-       if (!face->num_triangles)
-               return;
-       // drawing sky transparently would be too difficult
-       if (ent->flags & RENDER_TRANSPARENT)
-               return;
-       c_faces++;
-       if (skyrendernow)
-       {
-               skyrendernow = false;
-               if (skyrendermasked)
-                       R_Sky();
-       }
-       if (!r_q3bsp_renderskydepth.integer)
-               return;
-
-       R_Mesh_Matrix(&ent->matrix);
-
-       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-       if (skyrendermasked)
+       info->svbsp_insertoccluder = false;
+       // use BIH culling on single leaf maps (generally this only happens if running a model as a map), otherwise use BSP culling to make use of vis data
+       if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
        {
-               // depth-only (masking)
-               GL_ColorMask(0,0,0,0);
-               // just to make sure that braindead drivers don't draw anything
-               // despite that colormask...
-               GL_BlendFunc(GL_ZERO, GL_ONE);
+               R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
+               R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
        }
        else
+               R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
+       // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
+       r_svbsp.nodes = NULL;
+       if (developer_extra.integer && use_svbsp)
        {
-               // fog sky
-               GL_BlendFunc(GL_ONE, GL_ZERO);
+               Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
+               Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
+               Con_DPrintf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
        }
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
 }
 
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(entity_render_t *ent, q3msurface_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);
-       }
-       else
-               GL_Color(0, 0, 0, 1);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
+static msurface_t *r_q1bsp_getlightinfo_surfaces;
 
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(entity_render_t *ent, q3msurface_t *face)
+static int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
 {
-       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);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
+       int a = *(int*)ap;
+       int b = *(int*)bp;
+       const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
+       const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
+       if (as->texture < bs->texture)
+               return -1;
+       if (as->texture > bs->texture)
+               return 1;
+       return a - b;
 }
 
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(entity_render_t *ent, q3msurface_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;
-       GL_Color(1, 1, 1, 1);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
+extern cvar_t r_shadow_sortsurfaces;
 
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(entity_render_t *ent, q3msurface_t *face)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes, qboolean noocclusion)
 {
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       m.tex[0] = R_GetTexture(face->lightmaptexture);
-       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
-       GL_Color(1, 1, 1, 1);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(entity_render_t *ent, q3msurface_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->lightmaptexture);
-       m.pointer_texcoord[0] = face->data_texcoordlightmap2f;
-       GL_Color(r_lightmapintensity, r_lightmapintensity, r_lightmapintensity, 1);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(entity_render_t *ent, q3msurface_t *face)
-{
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       GL_DepthMask(false);
-       GL_DepthTest(true);
-       if (face->texture->skin.glow)
+       r_q1bsp_getlightinfo_t info;
+       info.frontsidecasting = r_shadow_frontsidecasting.integer != 0;
+       info.noocclusion = noocclusion || !info.frontsidecasting;
+       VectorCopy(relativelightorigin, info.relativelightorigin);
+       info.lightradius = lightradius;
+       info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
+       info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
+       info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
+       info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
+       info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
+       info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
+       if (ent->model == NULL)
        {
-               m.tex[0] = R_GetTexture(face->texture->skin.glow);
-               m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-               GL_Color(1, 1, 1, 1);
+               VectorCopy(info.lightmins, outmins);
+               VectorCopy(info.lightmaxs, outmaxs);
+               *outnumleafspointer = 0;
+               *outnumsurfacespointer = 0;
+               return;
        }
+       info.model = ent->model;
+       info.outleaflist = outleaflist;
+       info.outleafpvs = outleafpvs;
+       info.outnumleafs = 0;
+       info.visitingleafpvs = visitingleafpvs;
+       info.outsurfacelist = outsurfacelist;
+       info.outsurfacepvs = outsurfacepvs;
+       info.outshadowtrispvs = outshadowtrispvs;
+       info.outlighttrispvs = outlighttrispvs;
+       info.outnumsurfaces = 0;
+       info.numfrustumplanes = numfrustumplanes;
+       info.frustumplanes = frustumplanes;
+       VectorCopy(info.relativelightorigin, info.outmins);
+       VectorCopy(info.relativelightorigin, info.outmaxs);
+       memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
+       memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
+       memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+       if (info.model->brush.shadowmesh)
+               memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
        else
-               GL_Color(0, 0, 0, 1);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
+               memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
+       memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
+       if (info.model->brush.GetPVS && !info.noocclusion)
+               info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
+       else
+               info.pvs = NULL;
+       RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
 
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(entity_render_t *ent, q3msurface_t *face)
-{
-       int i;
-       float mul;
-       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;
-       mul = 2.0f * r_lightmapintensity;
-       if (mul == 2 && gl_combine.integer)
+       if (!info.noocclusion && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
        {
-               m.texrgbscale[0] = 2;
-               m.pointer_color = face->data_color4f;
+               // use portal recursion for exact light volume culling, and exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
        }
-       else if (mul == 1)
-               m.pointer_color = face->data_color4f;
-       else
+       else if (!info.noocclusion && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
        {
-               for (i = 0;i < face->num_vertices;i++)
-               {
-                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * mul;
-                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * mul;
-                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * mul;
-                       varray_color4f[i*4+3] = face->data_color4f[i*4+3];
-               }
-               m.pointer_color = varray_color4f;
+               // use portal recursion for exact light volume culling, but not the expensive exact surface checking
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
        }
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
-
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(entity_render_t *ent, q3msurface_t *face)
-{
-       int i;
-       float mul;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       GL_BlendFunc(GL_ONE, GL_ZERO);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
-       mul = 2.0f * r_lightmapintensity;
-       if (mul == 1)
-               m.pointer_color = face->data_color4f;
        else
        {
-               for (i = 0;i < face->num_vertices;i++)
-               {
-                       varray_color4f[i*4+0] = face->data_color4f[i*4+0] * 2.0f;
-                       varray_color4f[i*4+1] = face->data_color4f[i*4+1] * 2.0f;
-                       varray_color4f[i*4+2] = face->data_color4f[i*4+2] * 2.0f;
-                       varray_color4f[i*4+3] = face->data_color4f[i*4+3];
-               }
-               m.pointer_color = varray_color4f;
+               // recurse the bsp tree, checking leafs and surfaces for visibility
+               // optionally using svbsp for exact culling of compiled lights
+               // (or if the user enables dlight svbsp culling, which is mostly for
+               //  debugging not actual use)
+               R_Q1BSP_CallRecursiveGetLightInfo(&info, !info.noocclusion && (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
        }
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-}
 
-void R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(entity_render_t *ent, q3msurface_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);
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
+
+       // limit combined leaf box to light boundaries
+       outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
+       outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
+       outmins[2] = max(info.outmins[2] - 1, info.lightmins[2]);
+       outmaxs[0] = min(info.outmaxs[0] + 1, info.lightmaxs[0]);
+       outmaxs[1] = min(info.outmaxs[1] + 1, info.lightmaxs[1]);
+       outmaxs[2] = min(info.outmaxs[2] + 1, info.lightmaxs[2]);
+
+       *outnumleafspointer = info.outnumleafs;
+       *outnumsurfacespointer = info.outnumsurfaces;
+
+       // now sort surfaces by texture for faster rendering
+       r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
+       if (r_shadow_sortsurfaces.integer)
+               qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
 }
 
-void R_Q3BSP_DrawFace_TransparentCallback(const void *voident, int facenumber)
+void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
 {
-       int i;
-       float colorscale;
-       const entity_render_t *ent = voident;
-       q3msurface_t *face = ent->model->brushq3.data_faces + facenumber;
-       rmeshstate_t m;
-       R_Mesh_Matrix(&ent->matrix);
-       memset(&m, 0, sizeof(m));
-       if (ent->effects & EF_ADDITIVE)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthMask(false);
-       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       m.tex[0] = R_GetTexture(face->texture->skin.base);
-       m.pointer_texcoord[0] = face->data_texcoordtexture2f;
-       colorscale = r_lightmapintensity;
-       if (gl_combine.integer)
-               m.texrgbscale[0] = 2;
-       else
-               colorscale *= 2.0f;
-       for (i = 0;i < face->num_vertices;i++)
+       dp_model_t *model = ent->model;
+       msurface_t *surface;
+       int surfacelistindex;
+       float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
+       // if triangle neighbors are disabled, shadowvolumes are disabled
+       if (!model->brush.shadowmesh->neighbor3i)
+               return;
+       r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               varray_color4f[i*4+0] = face->data_color4f[i*4+0] * colorscale;
-               varray_color4f[i*4+1] = face->data_color4f[i*4+1] * colorscale;
-               varray_color4f[i*4+2] = face->data_color4f[i*4+2] * colorscale;
-               varray_color4f[i*4+3] = face->data_color4f[i*4+3] * ent->alpha;
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
+                       continue;
+               R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
        }
-       m.pointer_color = varray_color4f;
-       m.pointer_vertex = face->data_vertex3f;
-       R_Mesh_State(&m);
-       qglDisable(GL_CULL_FACE);
-       GL_LockArrays(0, face->num_vertices);
-       R_Mesh_Draw(face->num_vertices, face->num_triangles, face->data_element3i);
-       GL_LockArrays(0, 0);
-       qglEnable(GL_CULL_FACE);
+       R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
+       r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
 }
 
-void R_Q3BSP_DrawFace(entity_render_t *ent, q3msurface_t *face)
+extern cvar_t r_polygonoffset_submodel_factor;
+extern cvar_t r_polygonoffset_submodel_offset;
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
-       if (!face->num_triangles)
-               return;
-       if (face->texture->surfaceflags && (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
+       dp_model_t *model = ent->model;
+       const msurface_t *surface;
+       int modelsurfacelistindex;
+       float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
                return;
-       c_faces++;
-       if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+       R_FrameData_SetMark();
+       if (ent->model->brush.submodel)
+               GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
+       if (model->brush.shadowmesh)
        {
-               vec3_t facecenter, center;
-               facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
-               facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
-               facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
-               Matrix4x4_Transform(&ent->matrix, facecenter, center);
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
-               return;
-       }
-       R_Mesh_Matrix(&ent->matrix);
-       if (r_lightmapintensity <= 0)
-               R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
-       else if (!(ent->flags & RENDER_LIGHT))
-       {
-               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 (gl_lightmaps.integer)
-                       R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
-               else
+               // if triangle neighbors are disabled, shadowvolumes are disabled
+               if (!model->brush.shadowmesh->neighbor3i)
+                       return;
+               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
+               for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
-                       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);
+                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+                       if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                               continue;
+                       R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
        }
        else
        {
-               if (gl_lightmaps.integer)
-                       R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(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 triangle neighbors are disabled, shadowvolumes are disabled
+               if (!model->surfmesh.data_neighbor3i)
+                       return;
+               projectdistance = lightradius + model->radius*2;
+               R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
+               // identify lit faces within the bounding box
+               for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
+               {
+                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+                       rsurface.texture = R_GetCurrentTexture(surface->texture);
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                               continue;
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
+               R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
        }
-       if (r_ambient.value)
-               R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
+       if (ent->model->brush.submodel)
+               GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
+       R_FrameData_ReturnToMark();
 }
 
-void R_Q3BSP_RecursiveWorldNode(q3mnode_t *node)
+void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
 {
+       dp_model_t *model = ent->model;
+       msurface_t *surface;
+       int surfacelistindex;
+       int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
        int i;
-       q3mleaf_t *leaf;
-       for (;;)
-       {
-               if (R_CullBox(node->mins, node->maxs))
-                       return;
-               if (!node->plane)
-                       break;
-               c_nodes++;
-               R_Q3BSP_RecursiveWorldNode(node->children[0]);
-               node = node->children[1];
-       }
-       leaf = (q3mleaf_t *)node;
-       if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
+       if (!model->brush.shadowmesh)
+               return;
+       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               c_leafs++;
-               for (i = 0;i < leaf->numleaffaces;i++)
-                       leaf->firstleafface[i]->visframe = r_framecount;
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
        }
+       R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
+       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
+       r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
+       for(i = 0;i<6;i++)
+               if(!sidetotals[i])
+                       r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
 }
 
-// FIXME: num_leafs needs to be recalculated at load time to include only
-// node-referenced leafs, as some maps are incorrectly compiled with leafs for
-// the submodels (which would render the submodels occasionally, as part of
-// the world - not good)
-void R_Q3BSP_MarkLeafPVS(void)
+#define RSURF_MAX_BATCHSURFACES 8192
+
+static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+
+void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
 {
-       int i, j;
-       q3mleaf_t *leaf;
-       for (j = 0, leaf = cl.worldmodel->brushq3.data_leafs;j < cl.worldmodel->brushq3.num_leafs;j++, leaf++)
+       dp_model_t *model = ent->model;
+       const msurface_t *surface;
+       int modelsurfacelistindex, batchnumsurfaces;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+               return;
+       R_FrameData_SetMark();
+       // identify lit faces within the bounding box
+       for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
        {
-               if (CHECKPVSBIT(r_pvsbits, leaf->clusterindex))
-               {
-                       c_leafs++;
-                       for (i = 0;i < leaf->numleaffaces;i++)
-                               leaf->firstleafface[i]->visframe = r_framecount;
+               surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+               if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
+                       continue;
+               rsurface.texture = R_GetCurrentTexture(surface->texture);
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                       continue;
+               if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+                       continue;
+               r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
+               r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
+               batchsurfacelist[0] = surface;
+               batchnumsurfaces = 1;
+               while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
+               {
+                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+                       if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
+                               continue;
+                       if (surface->texture != batchsurfacelist[0]->texture)
+                               break;
+                       if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+                               continue;
+                       r_refdef.stats[r_stat_lights_dynamicshadowtriangles] += surface->num_triangles;
+                       r_refdef.stats[r_stat_lights_shadowtriangles] += surface->num_triangles;
+                       batchsurfacelist[batchnumsurfaces++] = surface;
                }
+               --modelsurfacelistindex;
+               GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, batchnumsurfaces, batchsurfacelist);
+               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+               RSurf_DrawBatch();
        }
+       R_FrameData_ReturnToMark();
 }
 
-static int r_q3bsp_framecount = -1;
+#define BATCHSIZE 1024
 
-void R_Q3BSP_DrawSky(entity_render_t *ent)
+static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       int i;
-       q3msurface_t *face;
-       vec3_t modelorg;
-       model_t *model;
-       R_Mesh_Matrix(&ent->matrix);
-       model = ent->model;
-       if (r_drawcollisionbrushes.integer < 2)
-       {
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               if (ent == &cl_entities[0].render)
+       int i, j, endsurface;
+       texture_t *t;
+       const msurface_t *surface;
+       R_FrameData_SetMark();
+       // note: in practice this never actually receives batches
+       R_Shadow_RenderMode_Begin();
+       R_Shadow_RenderMode_ActiveLight(rtlight);
+       R_Shadow_RenderMode_Lighting(false, true, rtlight->shadowmapatlassidesize != 0, (ent->flags & RENDER_NOSELFSHADOW) != 0);
+       R_Shadow_SetupEntityLight(ent);
+       for (i = 0;i < numsurfaces;i = j)
+       {
+               j = i + 1;
+               surface = rsurface.modelsurfaces + surfacelist[i];
+               t = surface->texture;
+               rsurface.texture = R_GetCurrentTexture(t);
+               endsurface = min(j + BATCHSIZE, numsurfaces);
+               for (j = i;j < endsurface;j++)
+               {
+                       surface = rsurface.modelsurfaces + surfacelist[j];
+                       if (t != surface->texture)
+                               break;
+                       R_Shadow_RenderLighting(1, &surface);
+               }
+       }
+       R_Shadow_RenderMode_End();
+       R_FrameData_ReturnToMark();
+}
+
+extern qboolean r_shadow_usingdeferredprepass;
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
+{
+       dp_model_t *model = ent->model;
+       const msurface_t *surface;
+       int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
+       const msurface_t **texturesurfacelist;
+       texture_t *tex;
+       CHECKGLERROR
+       R_FrameData_SetMark();
+       // this is a double loop because non-visible surface skipping has to be
+       // fast, and even if this is not the world model (and hence no visibility
+       // checking) the input surface list and batch buffer are different formats
+       // so some processing is necessary.  (luckily models have few surfaces)
+       for (i = 0;i < numsurfaces;)
+       {
+               batchnumsurfaces = 0;
+               endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
+               if (ent == r_refdef.scene.worldentity)
+               {
+                       for (;i < endsurface;i++)
+                               if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
+                                       batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+               }
+               else
                {
-                       if (r_q3bsp_framecount != r_framecount)
+                       for (;i < endsurface;i++)
+                               batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+               }
+               if (!batchnumsurfaces)
+                       continue;
+               for (k = 0;k < batchnumsurfaces;k = kend)
+               {
+                       surface = batchsurfacelist[k];
+                       tex = surface->texture;
+                       rsurface.texture = R_GetCurrentTexture(tex);
+                       // gather surfaces into a batch range
+                       for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
+                               ;
+                       // now figure out what to do with this particular range of surfaces
+                       // VorteX: added MATERIALFLAG_NORTLIGHT
+                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
+                               continue;
+                       if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
+                               continue;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                        {
-                               r_q3bsp_framecount = r_framecount;
-                               R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
-                               //R_Q3BSP_MarkLeafPVS();
+                               vec3_t tempcenter, center;
+                               for (l = k;l < kend;l++)
+                               {
+                                       surface = batchsurfacelist[l];
+                                       if (r_transparent_sortsurfacesbynearest.integer)
+                                       {
+                                               tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
+                                               tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
+                                               tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
+                                       }
+                                       else
+                                       {
+                                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                                       }
+                                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                                       if (ent->transparent_offset) // transparent offset
+                                       {
+                                               center[0] += r_refdef.view.forward[0]*ent->transparent_offset;
+                                               center[1] += r_refdef.view.forward[1]*ent->transparent_offset;
+                                               center[2] += r_refdef.view.forward[2]*ent->transparent_offset;
+                                       }
+                                       R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : ((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort), center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
+                               }
+                               continue;
                        }
-                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                               if (face->visframe == r_framecount && (face->texture->surfaceflags & Q3SURFACEFLAG_SKY) && !R_CullBox(face->mins, face->maxs))
-                                       R_Q3BSP_DrawSkyFace(ent, face);
+                       if (r_shadow_usingdeferredprepass)
+                               continue;
+                       texturenumsurfaces = kend - k;
+                       texturesurfacelist = batchsurfacelist + k;
+                       R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
                }
-               else
-                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                               if ((face->texture->surfaceflags & Q3SURFACEFLAG_SKY))
-                                       R_Q3BSP_DrawSkyFace(ent, face);
        }
+       R_FrameData_ReturnToMark();
 }
 
-void R_Q3BSP_Draw(entity_render_t *ent)
+//Made by [515]
+static void R_ReplaceWorldTexture (void)
 {
-       int i;
-       q3msurface_t *face;
-       vec3_t modelorg;
-       model_t *model;
-       qbyte *pvs;
-       R_Mesh_Matrix(&ent->matrix);
-       model = ent->model;
-       if (r_drawcollisionbrushes.integer < 2)
+       dp_model_t              *m;
+       texture_t       *t;
+       int                     i;
+       const char      *r, *newt;
+       skinframe_t *skinframe;
+       if (!r_refdef.scene.worldmodel)
        {
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               if (ent == &cl_entities[0].render)
-               {
-                       if (model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
-                       if (r_q3bsp_framecount != r_framecount)
-                       {
-                               r_q3bsp_framecount = r_framecount;
-                               R_Q3BSP_RecursiveWorldNode(model->brushq3.data_nodes);
-                               //R_Q3BSP_MarkLeafPVS();
-                       }
-                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                               if (face->visframe == 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);
+               Con_Printf("There is no worldmodel\n");
+               return;
        }
-       if (r_drawcollisionbrushes.integer >= 1)
+       m = r_refdef.scene.worldmodel;
+
+       if(Cmd_Argc() < 2)
        {
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(true);
-               qglPolygonOffset(r_drawcollisionbrushes_polygonfactor.value, r_drawcollisionbrushes_polygonoffset.value);
-               for (i = 0;i < model->brushq3.data_thismodel->numbrushes;i++)
-                       if (model->brushq3.data_thismodel->firstbrush[i].colbrushf && model->brushq3.data_thismodel->firstbrush[i].colbrushf->numtriangles)
-                               R_DrawCollisionBrush(model->brushq3.data_thismodel->firstbrush[i].colbrushf);
-               for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                       if (face->num_collisiontriangles)
-                               R_Q3BSP_DrawCollisionFace(ent, face);
-               qglPolygonOffset(0, 0);
+               Con_Print("r_replacemaptexture <texname> <newtexname> - replaces texture\n");
+               Con_Print("r_replacemaptexture <texname> - switch back to default texture\n");
+               return;
        }
-}
-
-void R_Q3BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
-{
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs;
-       int t, leafindex, marksurfaceindex, surfaceindex, triangleindex, outnumclusters = 0, outnumsurfaces = 0;
-       const int *e;
-       const float *v[3];
-       q3msurface_t *surface;
-       q3mleaf_t *leaf;
-       const qbyte *pvs;
-       lightmins[0] = relativelightorigin[0] - lightradius;
-       lightmins[1] = relativelightorigin[1] - lightradius;
-       lightmins[2] = relativelightorigin[2] - lightradius;
-       lightmaxs[0] = relativelightorigin[0] + lightradius;
-       lightmaxs[1] = relativelightorigin[1] + lightradius;
-       lightmaxs[2] = relativelightorigin[2] + lightradius;
-       *outnumclusterspointer = 0;
-       *outnumsurfacespointer = 0;
-       memset(outclusterpvs, 0, model->brush.num_pvsclusterbytes);
-       memset(outsurfacepvs, 0, (model->nummodelsurfaces + 7) >> 3);
-       if (model == NULL)
+       if(!cl.islocalgame || !cl.worldmodel)
        {
-               VectorCopy(lightmins, outmins);
-               VectorCopy(lightmaxs, outmaxs);
+               Con_Print("This command works only in singleplayer\n");
                return;
        }
-       VectorCopy(relativelightorigin, outmins);
-       VectorCopy(relativelightorigin, outmaxs);
-       if (model->brush.GetPVS)
-               pvs = model->brush.GetPVS(model, relativelightorigin);
-       else
-               pvs = NULL;
-       // FIXME: use BSP recursion as lights are often small
-       for (leafindex = 0, leaf = model->brushq3.data_leafs;leafindex < model->brushq3.num_leafs;leafindex++, leaf++)
+       r = Cmd_Argv(1);
+       newt = Cmd_Argv(2);
+       if(!newt[0])
+               newt = r;
+       for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
        {
-               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
+               if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
                {
-                       outmins[0] = min(outmins[0], leaf->mins[0]);
-                       outmins[1] = min(outmins[1], leaf->mins[1]);
-                       outmins[2] = min(outmins[2], leaf->mins[2]);
-                       outmaxs[0] = max(outmaxs[0], leaf->maxs[0]);
-                       outmaxs[1] = max(outmaxs[1], leaf->maxs[1]);
-                       outmaxs[2] = max(outmaxs[2], leaf->maxs[2]);
-                       if (outclusterpvs)
+                       if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true, false)))
                        {
-                               if (!CHECKPVSBIT(outclusterpvs, leaf->clusterindex))
-                               {
-                                       SETPVSBIT(outclusterpvs, leaf->clusterindex);
-                                       outclusterlist[outnumclusters++] = leaf->clusterindex;
-                               }
+//                             t->skinframes[0] = skinframe;
+                               t->currentskinframe = skinframe;
+                               Con_Printf("%s replaced with %s\n", r, newt);
                        }
-                       if (outsurfacepvs)
+                       else
                        {
-                               for (marksurfaceindex = 0;marksurfaceindex < leaf->numleaffaces;marksurfaceindex++)
-                               {
-                                       surface = leaf->firstleafface[marksurfaceindex];
-                                       surfaceindex = surface - model->brushq3.data_faces;
-                                       if (!CHECKPVSBIT(outsurfacepvs, surfaceindex))
-                                       {
-                                               if (BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs) && !(surface->texture->surfaceparms & Q3SURFACEPARM_TRANS) && !(surface->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW)))
-                                               {
-                                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
-                                                       {
-                                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                                               {
-                                                                       SETPVSBIT(outsurfacepvs, surfaceindex);
-                                                                       outsurfacelist[outnumsurfaces++] = surfaceindex;
-                                                                       break;
-                                                               }
-                                                       }
-                                               }
-                                       }
-                               }
+                               Con_Printf("%s was not found\n", newt);
+                               return;
                        }
                }
        }
-
-       // limit combined leaf box to light boundaries
-       outmins[0] = max(outmins[0], lightmins[0]);
-       outmins[1] = max(outmins[1], lightmins[1]);
-       outmins[2] = max(outmins[2], lightmins[2]);
-       outmaxs[0] = min(outmaxs[0], lightmaxs[0]);
-       outmaxs[1] = min(outmaxs[1], lightmaxs[1]);
-       outmaxs[2] = min(outmaxs[2], lightmaxs[2]);
-
-       *outnumclusterspointer = outnumclusters;
-       *outnumsurfacespointer = outnumsurfaces;
 }
 
-void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, int numsurfaces, const int *surfacelist)
+//Made by [515]
+static void R_ListWorldTextures (void)
 {
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs;
-       q3msurface_t *surface;
-       int surfacelistindex, j, t;
-       const int *e;
-       const float *v[3];
-       if (r_drawcollisionbrushes.integer < 2)
+       dp_model_t              *m;
+       texture_t       *t;
+       int                     i;
+       if (!r_refdef.scene.worldmodel)
        {
-               lightmins[0] = relativelightorigin[0] - lightradius;
-               lightmins[1] = relativelightorigin[1] - lightradius;
-               lightmins[2] = relativelightorigin[2] - lightradius;
-               lightmaxs[0] = relativelightorigin[0] + lightradius;
-               lightmaxs[1] = relativelightorigin[1] + lightradius;
-               lightmaxs[2] = relativelightorigin[2] + lightradius;
-               R_Mesh_Matrix(&ent->matrix);
-               R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
-                       // FIXME: check some manner of face->rendermode here?
-                       if (!(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles && !surface->texture->skin.fog)
-                       {
-                               for (j = 0, t = surface->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < surface->num_triangles;j++, t++, e += 3)
-                               {
-                                       v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                       v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                       v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                               shadowmarklist[numshadowmark++] = t;
-                               }
-                       }
-               }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, lightradius + model->radius + r_shadow_projectdistance.value, numshadowmark, shadowmarklist);
+               Con_Printf("There is no worldmodel\n");
+               return;
        }
-}
+       m = r_refdef.scene.worldmodel;
 
-void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap, int numsurfaces, const int *surfacelist)
-{
-       model_t *model = ent->model;
-       vec3_t lightmins, lightmaxs, modelorg;
-       q3msurface_t *surface;
-       int surfacelistindex;
-       if (r_drawcollisionbrushes.integer < 2)
-       {
-               lightmins[0] = relativelightorigin[0] - lightradius;
-               lightmins[1] = relativelightorigin[1] - lightradius;
-               lightmins[2] = relativelightorigin[2] - lightradius;
-               lightmaxs[0] = relativelightorigin[0] + lightradius;
-               lightmaxs[1] = relativelightorigin[1] + lightradius;
-               lightmaxs[2] = relativelightorigin[2] + lightradius;
-               R_Mesh_Matrix(&ent->matrix);
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-               {
-                       surface = model->brushq3.data_faces + surfacelist[surfacelistindex];
-                       if (r_shadow_compilingrtlight)
-                       {
-                               // if compiling an rtlight, capture the mesh
-                               Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_light, surface->texture->skin.base, surface->texture->skin.gloss, surface->texture->skin.nmap, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, surface->num_triangles, surface->data_element3i);
-                       }
-                       else if ((ent != &cl_entities[0].render || surface->visframe == r_framecount) && !(surface->texture->surfaceflags & Q3SURFACEFLAG_NODRAW) && surface->num_triangles)
-                               R_Shadow_RenderLighting(surface->num_vertices, surface->num_triangles, surface->data_element3i, surface->data_vertex3f, surface->data_svector3f, surface->data_tvector3f, surface->data_normal3f, surface->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, surface->texture->skin.base, surface->texture->skin.nmap, surface->texture->skin.gloss, lightcubemap, LIGHTING_DIFFUSE | LIGHTING_SPECULAR);
-               }
-       }
+       Con_Print("Worldmodel textures :\n");
+       for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
+               if (t->name[0] && strcasecmp(t->name, "NO TEXTURE FOUND"))
+                       Con_Printf("%s\n", t->name);
 }
 
+#if 0
 static void gl_surf_start(void)
 {
 }
@@ -2550,25 +1644,29 @@ static void gl_surf_shutdown(void)
 static void gl_surf_newmap(void)
 {
 }
+#endif
 
 void GL_Surf_Init(void)
 {
-       int i;
-       dlightdivtable[0] = 4194304;
-       for (i = 1;i < 32768;i++)
-               dlightdivtable[i] = 4194304 / (i << 7);
 
        Cvar_RegisterVariable(&r_ambient);
-       Cvar_RegisterVariable(&r_drawportals);
-       Cvar_RegisterVariable(&r_testvis);
-       Cvar_RegisterVariable(&r_floatbuildlightmap);
-       Cvar_RegisterVariable(&r_detailtextures);
-       Cvar_RegisterVariable(&r_surfaceworldnode);
-       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonfactor);
-       Cvar_RegisterVariable(&r_drawcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&r_lockpvs);
+       Cvar_RegisterVariable(&r_lockvisibility);
+       Cvar_RegisterVariable(&r_useportalculling);
+       Cvar_RegisterVariable(&r_usesurfaceculling);
+       Cvar_RegisterVariable(&r_vis_trace);
+       Cvar_RegisterVariable(&r_vis_trace_samples);
+       Cvar_RegisterVariable(&r_vis_trace_delay);
+       Cvar_RegisterVariable(&r_vis_trace_eyejitter);
+       Cvar_RegisterVariable(&r_vis_trace_enlarge);
+       Cvar_RegisterVariable(&r_vis_trace_expand);
+       Cvar_RegisterVariable(&r_vis_trace_pad);
+       Cvar_RegisterVariable(&r_vis_trace_surfaces);
        Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
-       Cvar_RegisterVariable(&gl_lightmaps);
 
-       R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
+       Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
+       Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
+
+       //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }