]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
check for -safe
[xonotic/darkplaces.git] / gl_rsurf.c
index 4ea06b40315f2791dd1c2d07f73a6cfde3f0929b..ef815ae6c871507c080f4b19a9cdd7e355920ef8 100644 (file)
@@ -31,12 +31,11 @@ static qbyte templight[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*4];
 cvar_t r_ambient = {0, "r_ambient", "0"};
 cvar_t r_vertexsurfaces = {0, "r_vertexsurfaces", "0"};
 cvar_t r_dlightmap = {CVAR_SAVE, "r_dlightmap", "1"};
-//cvar_t r_drawportals = {0, "r_drawportals", "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", "0"};
-cvar_t r_cullsurface = {0, "r_cullsurface", "0"};
 
 static int dlightdivtable[32768];
 
@@ -44,7 +43,6 @@ static int dlightdivtable[32768];
 int r_pvsframecount = 0;
 mleaf_t *r_pvsviewleaf = NULL;
 int r_pvsviewleafnovis = 0;
-msurface_t *r_pvsfirstsurface = NULL;
 
 static int R_IntAddDynamicLights (const matrix4x4_t *matrix, msurface_t *surf)
 {
@@ -784,7 +782,7 @@ static int RSurf_LightCheck(const matrix4x4_t *matrix, const int *dlightbits, co
        return false;
 }
 
-static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Sky(const entity_render_t *ent, const texture_t *texture)
 {
        const msurface_t *surf;
        const surfmesh_t *mesh;
@@ -801,6 +799,8 @@ static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firsts
                        R_Sky();
        }
 
+       R_Mesh_Matrix(&ent->matrix);
+
        // draw depth-only polys
        memset(&m, 0, sizeof(m));
        if (skyrendermasked)
@@ -816,9 +816,8 @@ static void RSurfShader_Sky(const entity_render_t *ent, const msurface_t *firsts
        }
        m.wantoverbright = false;
        m.depthwrite = true;
-       m.matrix = ent->matrix;
        R_Mesh_State(&m);
-       for (surf = firstsurf;surf;surf = surf->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
                for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
@@ -845,6 +844,8 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        float modelorg[3];
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
 
+       R_Mesh_Matrix(&ent->matrix);
+
        memset(&m, 0, sizeof(m));
        if (ent->effects & EF_ADDITIVE)
        {
@@ -863,7 +864,6 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        }
        m.wantoverbright = true;
        m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.matrix = ent->matrix;
        R_Mesh_State(&m);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
@@ -891,7 +891,6 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
                m.blendfunc2 = GL_ONE;
                m.wantoverbright = false;
                m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
-               m.matrix = ent->matrix;
                R_Mesh_State(&m);
                for (mesh = surf->mesh;mesh;mesh = mesh->chain)
                {
@@ -906,20 +905,21 @@ static void RSurfShader_Water_Callback(const void *calldata1, int calldata2)
        }
 }
 
-static void RSurfShader_Water(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Water(const entity_render_t *ent, const texture_t *texture)
 {
        const msurface_t *surf;
        vec3_t center;
-       for (surf = firstsurf;surf;surf = surf->chain)
+       if ((r_wateralpha.value < 1 && !(texture->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || texture->fogtexture)
        {
-               if ((r_wateralpha.value < 1 && !(surf->flags & SURF_DRAWNOALPHA)) || ent->effects & EF_ADDITIVE || surf->currenttexture->fogtexture)
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
                {
                        Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
                        R_MeshQueue_AddTransparent(center, RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
                }
-               else
-                       R_MeshQueue_Add(RSurfShader_Water_Callback, ent, surf - ent->model->surfaces);
        }
+       else
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                       RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
 }
 
 static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const msurface_t *surf)
@@ -948,7 +948,6 @@ static void RSurfShader_Wall_Pass_BaseVertex(const entity_render_t *ent, const m
        m.wantoverbright = true;
        m.tex[0] = R_GetTexture(surf->currenttexture->texture);
        base = ent->effects & EF_FULLBRIGHT ? 2.0f : r_ambient.value * (1.0f / 64.0f);
-       m.matrix = ent->matrix;
        R_Mesh_State(&m);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
@@ -993,7 +992,6 @@ static void RSurfShader_Wall_Pass_BaseFullbright(const entity_render_t *ent, con
        }
        m.wantoverbright = false;
        m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.matrix = ent->matrix;
        R_Mesh_State(&m);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
@@ -1017,7 +1015,6 @@ static void RSurfShader_Wall_Pass_Glow(const entity_render_t *ent, const msurfac
        m.blendfunc2 = GL_ONE;
        m.wantoverbright = false;
        m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       m.matrix = ent->matrix;
        R_Mesh_State(&m);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
        {
@@ -1040,7 +1037,6 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.wantoverbright = false;
-       m.matrix = ent->matrix;
        m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
        R_Mesh_State(&m);
        for (mesh = surf->mesh;mesh;mesh = mesh->chain)
@@ -1055,146 +1051,179 @@ static void RSurfShader_Wall_Pass_Fog(const entity_render_t *ent, const msurface
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_TripleTexCombine(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
-       static rmeshstate_t m;
+       rmeshstate_t m;
+       int lightmaptexturenum;
        float cl;
-       //memset(&m, 0, sizeof(m));
+       memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.wantoverbright = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.texrgbscale[0] = 1.0f;
-       m.tex[1] = R_GetTexture(surf->lightmaptexture);
-       m.texrgbscale[1] = 4.0f;
-       m.tex[2] = R_GetTexture(surf->currenttexture->detailtexture);
-       m.texrgbscale[2] = 2.0f;
-       m.matrix = ent->matrix;
+       //m.wantoverbright = false;
+       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
+       m.tex[2] = R_GetTexture(texture->detailtexture);
+       m.texrgbscale[0] = 1;
+       m.texrgbscale[1] = 4;
+       m.texrgbscale[2] = 2;
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
-               memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
-               memcpy(varray_texcoord[2], mesh->ab, mesh->numverts * sizeof(float[2]));
-               cl = (float) (1 << lightscalebit) * mesh_colorscale;
-               R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+               if (m.tex[1] != lightmaptexturenum)
+               {
+                       m.tex[1] = lightmaptexturenum;
+                       R_Mesh_State(&m);
+               }
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
+                       memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+                       memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
+                       memcpy(varray_texcoord[2], mesh->ab, mesh->numverts * sizeof(float[2]));
+                       cl = (float) (1 << lightscalebit) * mesh_colorscale;
+                       R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseMTex(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDoubleTex(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
+       int lightmaptexturenum;
        float cl;
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
        m.wantoverbright = true;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.tex[1] = R_GetTexture(surf->lightmaptexture);
-       m.matrix = ent->matrix;
+       m.tex[0] = R_GetTexture(texture->texture);
+       m.tex[1] = R_GetTexture(texture->surfacechain->lightmaptexture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
-               memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
-               cl = (float) (1 << lightscalebit) * mesh_colorscale;
-               R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+               if (m.tex[1] != lightmaptexturenum)
+               {
+                       m.tex[1] = lightmaptexturenum;
+                       R_Mesh_State(&m);
+               }
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
+                       memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+                       memcpy(varray_texcoord[1], mesh->uv, mesh->numverts * sizeof(float[2]));
+                       cl = (float) (1 << lightscalebit) * mesh_colorscale;
+                       R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseTexture(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
-       float cl;
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ONE;
        m.blendfunc2 = GL_ZERO;
-       m.wantoverbright = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.matrix = ent->matrix;
+       //m.wantoverbright = false;
+       m.tex[0] = R_GetTexture(texture->texture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
-               memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               cl = mesh_colorscale;
-               R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
+                       memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+                       R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseLightmap(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
+       int lightmaptexturenum;
        float cl;
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_ZERO;
        m.blendfunc2 = GL_SRC_COLOR;
        m.wantoverbright = true;
-       m.tex[0] = R_GetTexture(surf->lightmaptexture);
-       m.matrix = ent->matrix;
+       m.tex[0] = R_GetTexture(texture->surfacechain->lightmaptexture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
-               memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->uv, mesh->numverts * sizeof(float[2]));
-               cl = (float) (1 << lightscalebit) * mesh_colorscale;
-               R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               lightmaptexturenum = R_GetTexture(surf->lightmaptexture);
+               if (m.tex[0] != lightmaptexturenum)
+               {
+                       m.tex[0] = lightmaptexturenum;
+                       R_Mesh_State(&m);
+               }
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
+                       memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], mesh->uv, mesh->numverts * sizeof(float[2]));
+                       cl = (float) (1 << lightscalebit) * mesh_colorscale;
+                       R_FillColors(varray_color, mesh->numverts, cl, cl, cl, 1);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Light(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
 
-       if (surf->dlightframe != r_framecount)
-               return;
-       if (ent->effects & EF_FULLBRIGHT)
-               return;
-
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
        m.wantoverbright = true;
-       m.tex[0] = R_GetTexture(surf->currenttexture->texture);
-       m.matrix = ent->matrix;
+       m.tex[0] = R_GetTexture(texture->texture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+               if (surf->dlightframe == r_framecount)
                {
-                       R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
-                       memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
-                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-                       R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
-                       RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
-                       RSurf_ScaleColors(varray_color, mesh_colorscale, mesh->numverts);
-                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+                       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+                       {
+                               if (RSurf_LightCheck(&ent->inversematrix, surf->dlightbits, mesh))
+                               {
+                                       R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
+                                       memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+                                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+                                       R_FillColors(varray_color, mesh->numverts, 0, 0, 0, 1);
+                                       RSurf_LightSeparate(&ent->inversematrix, surf->dlightbits, mesh->numverts, varray_vertex, varray_color);
+                                       RSurf_ScaleColors(varray_color, mesh_colorscale, mesh->numverts);
+                                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+                               }
+                       }
                }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        float modelorg[3];
@@ -1202,63 +1231,71 @@ static void RSurfShader_OpaqueWall_Pass_Fog(const entity_render_t *ent, const ms
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.wantoverbright = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->fogtexture);
-       m.matrix = ent->matrix;
+       //m.wantoverbright = false;
+       //m.tex[0] = 0;
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
-               memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               if (m.tex[0])
-                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, mesh_colorscale, mesh->numverts, modelorg);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
+                       memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                       if (m.tex[0])
+                               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+                       RSurf_FogPassColors(varray_vertex, varray_color, fogcolor[0], fogcolor[1], fogcolor[2], 1, mesh_colorscale, mesh->numverts, modelorg);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_BaseDetail(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_DST_COLOR;
        m.blendfunc2 = GL_SRC_COLOR;
-       m.wantoverbright = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->detailtexture);
-       m.matrix = ent->matrix;
+       //m.wantoverbright = false;
+       m.tex[0] = R_GetTexture(texture->detailtexture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
-               memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->ab, mesh->numverts * sizeof(float[2]));
-               R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
+                       memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], mesh->ab, mesh->numverts * sizeof(float[2]));
+                       R_FillColors(varray_color, mesh->numverts, 1, 1, 1, 1);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               }
        }
 }
 
-static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const msurface_t *surf)
+static void RSurfShader_OpaqueWall_Pass_Glow(const entity_render_t *ent, const texture_t *texture)
 {
+       const msurface_t *surf;
        const surfmesh_t *mesh;
        rmeshstate_t m;
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE;
-       m.wantoverbright = false;
-       m.tex[0] = R_GetTexture(surf->currenttexture->glowtexture);
-       m.matrix = ent->matrix;
+       //m.wantoverbright = false;
+       m.tex[0] = R_GetTexture(texture->glowtexture);
        R_Mesh_State(&m);
-       for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
        {
-               R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
-               memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
-               memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
-               memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
-               R_FillColors(varray_color, mesh->numverts, mesh_colorscale, mesh_colorscale, mesh_colorscale, 1);
-               R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               for (mesh = surf->mesh;mesh;mesh = mesh->chain)
+               {
+                       R_Mesh_ResizeCheck(mesh->numverts, mesh->numtriangles);
+                       memcpy(varray_element, mesh->index, mesh->numtriangles * sizeof(int[3]));
+                       memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
+                       memcpy(varray_texcoord[0], mesh->st, mesh->numverts * sizeof(float[2]));
+                       R_FillColors(varray_color, mesh->numverts, mesh_colorscale, mesh_colorscale, mesh_colorscale, 1);
+                       R_Mesh_Draw(mesh->numverts, mesh->numtriangles);
+               }
        }
 }
 
@@ -1266,6 +1303,7 @@ static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int call
 {
        const entity_render_t *ent = calldata1;
        const msurface_t *surf = ent->model->surfaces + calldata2;
+       R_Mesh_Matrix(&ent->matrix);
        RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
        if (surf->currenttexture->glowtexture)
                RSurfShader_Wall_Pass_Glow(ent, surf);
@@ -1273,13 +1311,13 @@ static void RSurfShader_Wall_Fullbright_Callback(const void *calldata1, int call
                RSurfShader_Wall_Pass_Fog(ent, surf);
 }
 
-static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const texture_t *texture)
 {
        const msurface_t *surf;
        vec3_t center;
-       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
                {
                        Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
                        R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
@@ -1287,24 +1325,14 @@ static void RSurfShader_Wall_Fullbright(const entity_render_t *ent, const msurfa
        }
        else
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       if (surf->currenttexture->fogtexture != NULL)
-                       {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Fullbright_Callback, ent, surf - ent->model->surfaces);
-                       }
-                       else
-                               RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                       RSurfShader_Wall_Pass_BaseFullbright(ent, surf);
+               if (texture->glowtexture)
+                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                               RSurfShader_Wall_Pass_Glow(ent, surf);
                if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Fog(ent, surf);
+                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                               RSurfShader_Wall_Pass_Fog(ent, surf);
        }
 }
 
@@ -1312,6 +1340,7 @@ static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata
 {
        const entity_render_t *ent = calldata1;
        const msurface_t *surf = ent->model->surfaces + calldata2;
+       R_Mesh_Matrix(&ent->matrix);
        RSurfShader_Wall_Pass_BaseVertex(ent, surf);
        if (surf->currenttexture->glowtexture)
                RSurfShader_Wall_Pass_Glow(ent, surf);
@@ -1319,155 +1348,69 @@ static void RSurfShader_Wall_Vertex_Callback(const void *calldata1, int calldata
                RSurfShader_Wall_Pass_Fog(ent, surf);
 }
 
-static void RSurfShader_Wall_Vertex(const entity_render_t *ent, const msurface_t *firstsurf)
+static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_t *texture)
 {
        const msurface_t *surf;
        vec3_t center;
-       if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+       if (ent->effects & EF_ADDITIVE || ent->alpha < 1 || texture->fogtexture != NULL)
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
+               // transparent vertex shaded from lightmap
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
                {
                        Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
                        R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
                }
        }
-       else
+       else if (r_vertexsurfaces.integer)
        {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       if (surf->currenttexture->fogtexture != NULL)
-                       {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-                       }
-                       else
-                               RSurfShader_Wall_Pass_BaseVertex(ent, surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Glow(ent, surf);
+               // opaque vertex shaded from lightmap
+               for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                       RSurfShader_Wall_Pass_BaseVertex(ent, surf);
+               if (texture->glowtexture)
+                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                               RSurfShader_Wall_Pass_Glow(ent, surf);
                if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Fog(ent, surf);
-       }
-}
-
-static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const msurface_t *firstsurf)
-{
-       const msurface_t *surf;
-       vec3_t center;
-       if (ent->alpha < 1 || ent->effects & EF_ADDITIVE)
-       {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-               }
-       }
-       else if (r_vertexsurfaces.integer || ent->alpha < 1 || ent->effects & EF_ADDITIVE)
-       {
-               for (surf = firstsurf;surf;surf = surf->chain)
-               {
-                       if (surf->currenttexture->fogtexture != NULL)
-                       {
-                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-                       }
-                       else
-                               RSurfShader_Wall_Pass_BaseVertex(ent, surf);
-               }
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Glow(ent, surf);
-               if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_Wall_Pass_Fog(ent, surf);
+                       for (surf = texture->surfacechain;surf;surf = surf->texturechain)
+                               RSurfShader_Wall_Pass_Fog(ent, surf);
        }
        else
        {
+               // opaque lightmapped
                if (r_textureunits.integer >= 2)
                {
                        if (r_textureunits.integer >= 3 && gl_combine.integer && r_detailtextures.integer)
-                       {
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                               {
-                                       if (surf->currenttexture->fogtexture != NULL)
-                                       {
-                                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-                                       }
-                                       else
-                                               RSurfShader_OpaqueWall_Pass_TripleTexCombine(ent, surf);
-                               }
-                       }
+                               RSurfShader_OpaqueWall_Pass_BaseTripleTexCombine(ent, texture);
                        else
                        {
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                               {
-                                       if (surf->currenttexture->fogtexture != NULL)
-                                       {
-                                               Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                               R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-                                       }
-                                       else
-                                               RSurfShader_OpaqueWall_Pass_BaseMTex(ent, surf);
-                               }
+                               RSurfShader_OpaqueWall_Pass_BaseDoubleTex(ent, texture);
                                if (r_detailtextures.integer)
-                                       for (surf = firstsurf;surf;surf = surf->chain)
-                                               if (surf->currenttexture->fogtexture == NULL)
-                                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
+                                       RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
                        }
                }
                else
                {
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                       {
-                               if (surf->currenttexture->fogtexture != NULL)
-                               {
-                                       Matrix4x4_Transform(&ent->matrix, surf->poly_center, center);
-                                       R_MeshQueue_AddTransparent(center, RSurfShader_Wall_Vertex_Callback, ent, surf - ent->model->surfaces);
-                               }
-                               else
-                                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, surf);
-                       }
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, surf);
+                       RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture);
+                       RSurfShader_OpaqueWall_Pass_BaseLightmap(ent, texture);
                        if (r_detailtextures.integer)
-                               for (surf = firstsurf;surf;surf = surf->chain)
-                                       if (surf->currenttexture->fogtexture == NULL)
-                                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, surf);
+                               RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture);
                }
-               if (!r_dlightmap.integer)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->dlightframe == r_framecount)
-                                       if (surf->currenttexture->fogtexture == NULL)
-                                               RSurfShader_OpaqueWall_Pass_Light(ent, surf);
-               for (surf = firstsurf;surf;surf = surf->chain)
-                       if (surf->currenttexture->glowtexture)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_OpaqueWall_Pass_Glow(ent, surf);
+               if (!r_dlightmap.integer && !(ent->effects & EF_FULLBRIGHT))
+                       RSurfShader_OpaqueWall_Pass_Light(ent, texture);
+               if (texture->glowtexture)
+                       RSurfShader_OpaqueWall_Pass_Glow(ent, texture);
                if (fogenabled)
-                       for (surf = firstsurf;surf;surf = surf->chain)
-                               if (surf->currenttexture->fogtexture == NULL)
-                                       RSurfShader_OpaqueWall_Pass_Fog(ent, surf);
+                       RSurfShader_OpaqueWall_Pass_Fog(ent, texture);
        }
 }
 
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, SHADERFLAGS_NEEDLIGHTMAP};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, 0};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, 0};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, 0};
 
-int Cshader_count = 5;
-Cshader_t *Cshaders[5] =
+int Cshader_count = 4;
+Cshader_t *Cshaders[4] =
 {
-       &Cshader_wall_vertex,
        &Cshader_wall_lightmap,
        &Cshader_wall_fullbright,
        &Cshader_water,
@@ -1476,85 +1419,69 @@ Cshader_t *Cshaders[5] =
 
 void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
 {
-       int i, alttextures, texframe, framecount;
-       texture_t *t;
+       int i, alttextures, texframe, framecount, numtextures, numsurfaces, *surfacevisframes;
+       texture_t *t, *textures;
        model_t *model;
-       msurface_t *surf;
+       msurface_t *surf, *surfaces;
        vec3_t modelorg;
-       Cshader_t *shader;
 
        if (!ent->model)
                return;
 
-       for (i = 0;i < Cshader_count;i++)
-               Cshaders[i]->chain = NULL;
+       // mark the surfaces touched by dynamic lights
+       if (normal && r_dynamic.integer)
+               R_MarkLights(ent);
+
+       R_Mesh_Matrix(&ent->matrix);
 
        model = ent->model;
        alttextures = ent->frame != 0;
        texframe = (int)(cl.time * 5.0f);
 
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
-       for (i = 0;i < model->nummodelsurfaces;i++)
+
+       numtextures = model->numtextures;
+       textures = model->textures;
+       numsurfaces = model->nummodelsurfaces;
+       surfaces = model->surfaces + model->firstmodelsurface;
+       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+
+       for (i = 0;i < numtextures;i++)
+               textures[i].surfacechain = NULL;
+
+       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
        {
-               surf = model->modelsortedsurfaces[i];
-               if (surf->visframe == r_framecount)
+               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))
-                                       surf->visframe = -1;
+                                       surfacevisframes[i] = -1;
                        }
                        else
                        {
-                               if (surf->flags & SURF_PLANEBACK)
-                                       surf->visframe = -1;
+                               if ((surf->flags & SURF_PLANEBACK))
+                                       surfacevisframes[i] = -1;
                        }
-                       if (surf->visframe == r_framecount)
+                       if (surfacevisframes[i] == r_framecount)
+#endif
                        {
-                               if (r_cullsurface.integer && R_CullBox (surf->poly_mins, surf->poly_maxs))
-                                       surf->visframe = -1;
-                               else
+                               c_faces++;
+                               t = surf->texinfo->texture;
+                               if (t->animated)
                                {
-                                       c_faces++;
-                                       t = surf->texinfo->texture;
-                                       if (t->animated)
-                                       {
-                                               framecount = t->anim_total[alttextures];
-                                               if (framecount >= 2)
-                                                       surf->currenttexture = t->anim_frames[alttextures][texframe % framecount];
-                                               else
-                                                       surf->currenttexture = t->anim_frames[alttextures][0];
-                                       }
+                                       framecount = t->anim_total[alttextures];
+                                       if (framecount >= 2)
+                                               t = t->anim_frames[alttextures][texframe % framecount];
                                        else
-                                               surf->currenttexture = t;
-                                       surf->chain = surf->shader->chain;
-                                       surf->shader->chain = surf;
+                                               t = t->anim_frames[alttextures][0];
                                }
-                       }
-               }
-       }
-
-       if (sky)
-       {
-               for (i = 0;i < Cshader_count;i++)
-               {
-                       shader = Cshaders[i];
-                       if (shader->chain && shader->shaderfunc[SHADERSTAGE_SKY])
-                               shader->shaderfunc[SHADERSTAGE_SKY](ent, shader->chain);
-               }
-       }
-
-       if (normal)
-       {
-               if (r_dynamic.integer)
-                       R_MarkLights(ent);
-
-               if (!r_vertexsurfaces.integer)
-               {
-                       for (i = 0, surf = ent->model->surfaces + ent->model->firstmodelsurface;i < ent->model->nummodelsurfaces;i++, surf++)
-                       {
-                               if (surf->visframe == r_framecount && surf->lightmaptexture != NULL)
+                               surf->currenttexture = t;
+                               surf->texturechain = t->surfacechain;
+                               t->surfacechain = surf;
+                               if (!r_vertexsurfaces.integer && surf->lightmaptexture != NULL)
                                {
                                        if (surf->cached_dlight
                                        || surf->cached_ambient != r_ambient.value
@@ -1573,17 +1500,19 @@ void R_DrawSurfaces(entity_render_t *ent, int sky, int normal)
                                }
                        }
                }
-
-               for (i = 0;i < Cshader_count;i++)
-               {
-                       shader = Cshaders[i];
-                       if (shader->chain && shader->shaderfunc[SHADERSTAGE_NORMAL])
-                               shader->shaderfunc[SHADERSTAGE_NORMAL](ent, shader->chain);
-               }
        }
+
+       if (sky)
+               for (i = 0, t = textures;i < numtextures;i++, t++)
+                       if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_SKY])
+                               t->shader->shaderfunc[SHADERSTAGE_SKY](ent, t);
+
+       if (normal)
+               for (i = 0, t = textures;i < numtextures;i++, t++)
+                       if (t->surfacechain && t->shader->shaderfunc[SHADERSTAGE_NORMAL])
+                               t->shader->shaderfunc[SHADERSTAGE_NORMAL](ent, t);
 }
 
-/*
 static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
 {
        int i;
@@ -1594,18 +1523,18 @@ static void R_DrawPortal_Callback(const void *calldata1, int calldata2)
        memset(&m, 0, sizeof(m));
        m.blendfunc1 = GL_SRC_ALPHA;
        m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-       m.wantoverbright = false;
-       m.matrix = ent->matrix;
+       //m.wantoverbright = false;
+       R_Mesh_Matrix(&ent->matrix);
        R_Mesh_State(&m);
        R_Mesh_ResizeCheck(portal->numpoints, portal->numpoints - 2);
-       for (i = 0;i < mesh->numtriangles;i++)
+       for (i = 0;i < portal->numpoints - 2;i++)
        {
                varray_element[i * 3 + 0] = 0;
                varray_element[i * 3 + 1] = i + 1;
                varray_element[i * 3 + 2] = i + 2;
        }
        i = portal - ent->model->portals;
-       R_FillColors(varray_color, mesh->numverts,
+       R_FillColors(varray_color, portal->numpoints,
                ((i & 0x0007) >> 0) * (1.0f / 7.0f) * mesh_colorscale,
                ((i & 0x0038) >> 3) * (1.0f / 7.0f) * mesh_colorscale,
                ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * mesh_colorscale,
@@ -1632,7 +1561,7 @@ static void R_DrawPortals(entity_render_t *ent)
 
        for (portal = ent->model->portals, endportal = portal + ent->model->numportals;portal < endportal;portal++)
        {
-               if (portal->here->visframe == r_framecount || portal->past->visframe == r_framecount)
+               if (portal->here->pvsframe == r_pvsframecount || portal->past->pvsframe == r_pvsframecount)
                {
                        VectorClear(temp);
                        for (i = 0;i < portal->numpoints;i++)
@@ -1644,36 +1573,90 @@ static void R_DrawPortals(entity_render_t *ent)
                }
        }
 }
-*/
 
 void R_DrawBrushModel(entity_render_t *ent, int sky, int normal)
 {
-       int i;
+       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 WORLDNODECULLBACKFACES
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
-       for (i = 0;i < model->nummodelsurfaces;i++)
+#endif
+       numsurfaces = model->nummodelsurfaces;
+       surf = model->surfaces + model->firstmodelsurface;
+       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+       surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
+       for (i = 0;i < numsurfaces;i++, surf++)
        {
-               surf = model->surfaces + model->firstmodelsurface + i;
-               surf->visframe = r_framecount;
-               surf->pvsframe = -1;
-               surf->worldnodeframe = -1;
-               surf->lightframe = -1;
+#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;
+                               surfacepvsframes[i] = r_pvsframecount;
+                       }
+               }
+               else
+               {
+                       if (!(surf->flags & SURF_PLANEBACK))
+                       {
+                               surfacevisframes[i] = r_framecount;
+                               surfacepvsframes[i] = r_pvsframecount;
+                       }
+               }
+#else
+               surfacevisframes[i] = r_framecount;
+               surfacepvsframes[i] = r_pvsframecount;
+#endif
                surf->dlightframe = -1;
        }
        R_DrawSurfaces(ent, sky, normal);
 }
 
-void R_SurfaceWorldNode (void)
+void R_SurfaceWorldNode (entity_render_t *ent)
 {
-       msurface_t *surf;
-       for (surf = r_pvsfirstsurface;surf;surf = surf->pvschain)
-               surf->visframe = r_framecount;
+       int i, numsurfaces, *surfacevisframes, *surfacepvsframes;
+       msurface_t *surfaces, *surf;
+       model_t *model;
+       vec3_t modelorg;
+
+       model = ent->model;
+       numsurfaces = model->nummodelsurfaces;
+       surfaces = model->surfaces + model->firstmodelsurface;
+       surfacevisframes = model->surfacevisframes + model->firstmodelsurface;
+       surfacepvsframes = model->surfacepvsframes + model->firstmodelsurface;
+       Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
+
+       for (i = 0, surf = surfaces;i < numsurfaces;i++, surf++)
+       {
+               if (surfacepvsframes[i] == r_pvsframecount)
+               {
+#if WORLDNODECULLBACKFACES
+                       if (PlaneDist(modelorg, surf->plane) < surf->plane->dist)
+                       {
+                               if ((surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
+                                       surfacevisframes[i] = r_framecount;
+                       }
+                       else
+                       {
+                               if (!(surf->flags & SURF_PLANEBACK) && R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
+                                       surfacevisframes[i] = r_framecount;
+                       }
+#else
+                       if (R_NotCulledBox (surf->poly_mins, surf->poly_maxs))
+                               surfacevisframes[i] = r_framecount;
+#endif
+               }
+       }
 }
 
 /*
@@ -1739,15 +1722,21 @@ loc1:
 
 static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
 {
-       int c, leafstackpos;
+       int c, leafstackpos, *mark, *surfacevisframes;
+#if WORLDNODECULLBACKFACES
+       int n;
+       msurface_t *surf;
+#endif
        mleaf_t *leaf, *leafstack[8192];
        mportal_t *p;
-       msurface_t **mark;
        vec3_t modelorg;
+       msurface_t *surfaces;
        // 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->surfaces;
+       surfacevisframes = ent->model->surfacevisframes;
        Matrix4x4_Transform(&ent->inversematrix, r_origin, modelorg);
        viewleaf->worldnodeframe = r_framecount;
        leafstack[0] = viewleaf;
@@ -1756,36 +1745,59 @@ static void R_PortalWorldNode(entity_render_t *ent, mleaf_t *viewleaf)
        {
                c_leafs++;
                leaf = leafstack[--leafstackpos];
-               // only useful for drawing portals
-               //leaf->visframe = r_framecount;
                // draw any surfaces bounding this leaf
                if (leaf->nummarksurfaces)
+               {
                        for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
-                               (*mark++)->visframe = r_framecount;
+                       {
+#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;
+#endif
+                       }
+               }
                // follow portals into other leafs
                for (p = leaf->portals;p;p = p->next)
                {
-                       leaf = p->past;
-                       if (leaf->worldnodeframe != r_framecount)
+                       // 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))
                        {
-                               leaf->worldnodeframe = r_framecount;
-                               // FIXME: R_NotCulledBox is absolute, should be done relative
-                               if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
-                                       leafstack[leafstackpos++] = leaf;
+                               leaf = p->past;
+                               if (leaf->worldnodeframe != r_framecount)
+                               {
+                                       leaf->worldnodeframe = r_framecount;
+                                       // FIXME: R_NotCulledBox is absolute, should be done relative
+                                       if (leaf->pvsframe == r_pvsframecount && R_NotCulledBox(leaf->mins, leaf->maxs))
+                                               leafstack[leafstackpos++] = leaf;
+                               }
                        }
                }
        }
-       //if (r_drawportals.integer)
-       //      R_DrawPortals(ent);
+       if (r_drawportals.integer)
+               R_DrawPortals(ent);
 }
 
-
 void R_PVSUpdate (mleaf_t *viewleaf)
 {
-       int i, j, l, c, bits;
+       int i, j, l, c, bits, *surfacepvsframes, *mark;
        mleaf_t *leaf;
        qbyte *vis;
-       msurface_t **mark, *surf;
 
        if (r_pvsviewleaf == viewleaf && r_pvsviewleafnovis == r_novis.integer)
                return;
@@ -1796,6 +1808,7 @@ void R_PVSUpdate (mleaf_t *viewleaf)
 
        if (viewleaf)
        {
+               surfacepvsframes = cl.worldmodel->surfacepvsframes;
                vis = Mod_LeafPVS (viewleaf, cl.worldmodel);
                for (j = 0;j < cl.worldmodel->numleafs;j += 8)
                {
@@ -1813,23 +1826,11 @@ void R_PVSUpdate (mleaf_t *viewleaf)
                                                leaf->pvsframe = r_pvsframecount;
                                                // mark surfaces bounding this leaf as visible
                                                for (c = leaf->nummarksurfaces, mark = leaf->firstmarksurface;c;c--)
-                                                       (*mark++)->pvsframe = r_pvsframecount;
+                                                       surfacepvsframes[*mark++] = r_pvsframecount;
                                        }
                                }
                        }
                }
-               // build pvs surfacechain
-               r_pvsfirstsurface = NULL;
-               mark = &r_pvsfirstsurface;
-               for (c = cl.worldmodel->nummodelsurfaces, surf = cl.worldmodel->surfaces + cl.worldmodel->firstmodelsurface;c;c--, surf++)
-               {
-                       if (surf->pvsframe == r_pvsframecount)
-                       {
-                               *mark = surf;
-                               mark = &surf->pvschain;
-                       }
-               }
-               *mark = NULL;
        }
 }
 
@@ -1846,7 +1847,7 @@ void R_DrawWorld (entity_render_t *ent)
        if (!viewleaf)
                return;
        if (r_surfaceworldnode.integer || viewleaf->contents == CONTENTS_SOLID)
-               R_SurfaceWorldNode ();
+               R_SurfaceWorldNode (ent);
        else
                R_PortalWorldNode (ent, viewleaf);
        R_DrawSurfaces(ent, true, true);
@@ -1882,7 +1883,6 @@ static void gl_surf_newmap(void)
        r_pvsframecount = 1;
        r_pvsviewleaf = NULL;
        r_pvsviewleafnovis = false;
-       r_pvsfirstsurface = NULL;
 }
 
 void GL_Surf_Init(void)
@@ -1895,12 +1895,11 @@ void GL_Surf_Init(void)
        Cvar_RegisterVariable(&r_ambient);
        Cvar_RegisterVariable(&r_vertexsurfaces);
        Cvar_RegisterVariable(&r_dlightmap);
-       //Cvar_RegisterVariable(&r_drawportals);
+       Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_testvis);
        Cvar_RegisterVariable(&r_floatbuildlightmap);
        Cvar_RegisterVariable(&r_detailtextures);
        Cvar_RegisterVariable(&r_surfaceworldnode);
-       Cvar_RegisterVariable(&r_cullsurface);
 
        R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }