]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
remove some stupid \n chars in infobar strings
[xonotic/darkplaces.git] / r_shadow.c
index 4392b2ed94df92d384d1d51fc2e90a7908dc15cc..654cfa91b2e9c279aa67060cac0ac95f1966ed06 100644 (file)
@@ -140,11 +140,6 @@ demonstrated by the game Doom3.
 #include "portals.h"
 #include "image.h"
 
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-extern LPDIRECT3DDEVICE9 vid_d3d9dev;
-#endif
-
 extern void R_Shadow_EditLights_Init(void);
 
 typedef enum r_shadow_rendermode_e
@@ -255,7 +250,6 @@ skinframe_t *r_shadow_lightcorona;
 rtexture_t *r_shadow_shadowmaprectangletexture;
 rtexture_t *r_shadow_shadowmap2dtexture;
 rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
-rtexture_t *r_shadow_shadowmap2dcolortexture;
 rtexture_t *r_shadow_shadowmapvsdcttexture;
 int r_shadow_shadowmapsize; // changes for each light based on distance
 int r_shadow_shadowmaplod; // changes for each light based on distance
@@ -390,11 +384,12 @@ void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
        r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL;
-       if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
+       switch(vid.renderpath)
        {
-               switch(vid.renderpath)
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
                {
-               case RENDERPATH_GL20:
                        if(r_shadow_shadowmapfilterquality < 0)
                        {
                                if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather)
@@ -454,20 +449,12 @@ void R_Shadow_SetShadowMode(void)
                                r_shadow_shadowmapsampler = false;
                                r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
                        }
-                       break;
-               case RENDERPATH_CGGL:
-               case RENDERPATH_D3D9:
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-                       r_shadow_shadowmapsampler = false;
-                       r_shadow_shadowmappcf = 1;
-                       r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D;
-                       break;
-               case RENDERPATH_GL13:
-                       break;
-               case RENDERPATH_GL11:
-                       break;
                }
+               break;
+       case RENDERPATH_GL13:
+               break;
+       case RENDERPATH_GL11:
+               break;
        }
 }
 
@@ -490,14 +477,21 @@ void R_Shadow_FreeShadowMaps(void)
 
        R_Shadow_SetShadowMode();
 
-       R_Mesh_DestroyFramebufferObject(r_shadow_fborectangle);
+       if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader)
+               return;
 
-       R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d);
-       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-               R_Mesh_DestroyFramebufferObject(r_shadow_fbocubeside[i]);
+       CHECKGLERROR
 
+       if (r_shadow_fborectangle)
+               qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
        r_shadow_fborectangle = 0;
+
+       if (r_shadow_fbo2d)
+               qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
        r_shadow_fbo2d = 0;
+       for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
+               if (r_shadow_fbocubeside[i])
+                       qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR
        memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside));
 
        if (r_shadow_shadowmaprectangletexture)
@@ -513,13 +507,11 @@ void R_Shadow_FreeShadowMaps(void)
                        R_FreeTexture(r_shadow_shadowmapcubetexture[i]);
        memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
 
-       if (r_shadow_shadowmap2dcolortexture)
-               R_FreeTexture(r_shadow_shadowmap2dcolortexture);
-       r_shadow_shadowmap2dcolortexture = NULL;
-
        if (r_shadow_shadowmapvsdcttexture)
                R_FreeTexture(r_shadow_shadowmapvsdcttexture);
        r_shadow_shadowmapvsdcttexture = NULL;
+
+       CHECKGLERROR
 }
 
 void r_shadow_start(void)
@@ -532,7 +524,6 @@ void r_shadow_start(void)
        r_shadow_shadowmaprectangletexture = NULL;
        r_shadow_shadowmap2dtexture = NULL;
        memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture));
-       r_shadow_shadowmap2dcolortexture = NULL;
        r_shadow_shadowmapvsdcttexture = NULL;
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
@@ -1333,8 +1324,8 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_VISIBLEVOLUMES)
        {
                tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
-               R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+               R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
+               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
        }
        else
        {
@@ -1347,28 +1338,30 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
                        tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris);
                r_refdef.stats.lights_dynamicshadowtriangles += tris;
                r_refdef.stats.lights_shadowtriangles += tris;
+               CHECKGLERROR
+               R_Mesh_VertexPointer(shadowvertex3f, 0, 0);
                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                {
                        // increment stencil if frontface is infront of depthbuffer
                        GL_CullFace(r_refdef.view.cullface_front);
-                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+                       qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
                        // decrement stencil if backface is infront of depthbuffer
                        GL_CullFace(r_refdef.view.cullface_back);
-                       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
+                       qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
                }
                else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                {
                        // decrement stencil if backface is behind depthbuffer
                        GL_CullFace(r_refdef.view.cullface_front);
-                       R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
-                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+                       qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+                       R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
                        // increment stencil if frontface is behind depthbuffer
                        GL_CullFace(r_refdef.view.cullface_back);
-                       R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
+                       qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                }
-               R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f);
-               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0);
+               R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, 0);
+               CHECKGLERROR
        }
 }
 
@@ -1903,8 +1896,6 @@ void R_Shadow_ValidateCvars(void)
                Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0);
 }
 
-//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}};
-
 void R_Shadow_RenderMode_Begin(void)
 {
 #if 0
@@ -1920,8 +1911,8 @@ void R_Shadow_RenderMode_Begin(void)
                R_Shadow_MakeTextures();
 
        CHECKGLERROR
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-//     R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthRange(0, 1);
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
@@ -1952,9 +1943,6 @@ void R_Shadow_RenderMode_Begin(void)
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
                break;
        case RENDERPATH_GL13:
@@ -1988,16 +1976,32 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight)
 
 void R_Shadow_RenderMode_Reset(void)
 {
-       R_Mesh_ResetRenderTargets();
+       CHECKGLERROR
+       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE)
+       {
+               qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+       }
+       if (vid.support.ext_framebuffer_object)
+       {
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+       }
+#if 0
+       qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR
+       qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR
+#endif
        R_SetViewport(&r_refdef.view.viewport);
        GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-//     R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL);
        GL_DepthRange(0, 1);
        GL_DepthTest(true);
        GL_DepthMask(false);
-       GL_DepthFunc(GL_LEQUAL);
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(255);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR
        r_refdef.view.cullface_front = r_shadow_cullface_front;
        r_refdef.view.cullface_back = r_shadow_cullface_back;
        GL_CullFace(r_refdef.view.cullface_back);
@@ -2009,12 +2013,13 @@ void R_Shadow_RenderMode_Reset(void)
        r_shadow_usingshadowmapcube = false;
        r_shadow_usingshadowmap2d = false;
        r_shadow_usingshadowmaportho = false;
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
+       CHECKGLERROR
 }
 
 void R_Shadow_ClearStencil(void)
 {
-       GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128);
+       CHECKGLERROR
+       GL_Clear(GL_STENCIL_BUFFER_BIT);
        r_refdef.stats.lights_clears++;
 }
 
@@ -2023,24 +2028,47 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail;
        if (r_shadow_rendermode == mode)
                return;
+       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
-       GL_DepthFunc(GL_LESS);
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       GL_CullFace(GL_NONE);
        R_SetupShader_DepthOrShadow();
+       qglDepthFunc(GL_LESS);CHECKGLERROR
+       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        r_shadow_rendermode = mode;
        switch(mode)
        {
        default:
                break;
-       case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
        case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL:
-               R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255);
+               GL_CullFace(GL_NONE);
+               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
                break;
-       case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
        case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL:
-               R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255);
+               GL_CullFace(GL_NONE);
+               qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+               qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+               break;
+       case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE:
+               GL_CullFace(GL_NONE);
+               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
+               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
+               break;
+       case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE:
+               GL_CullFace(GL_NONE);
+               qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
+               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
+               qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR
+               qglStencilMask(255);CHECKGLERROR
+               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
                break;
        }
 }
@@ -2067,67 +2095,52 @@ static void R_Shadow_MakeVSDCT(void)
 
 static void R_Shadow_MakeShadowMap(int side, int size)
 {
+       int status;
        switch (r_shadow_shadowmode)
        {
        case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
                if (r_shadow_shadowmap2dtexture) return;
                r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-               r_shadow_shadowmap2dcolortexture = NULL;
-               switch(vid.renderpath)
-               {
-#ifdef SUPPORTD3D
-               case RENDERPATH_D3D9:
-                       r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL);
-                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
-                       break;
-#endif
-               default:
-                       r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
-                       break;
-               }
+               qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR
                break;
        case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
                if (r_shadow_shadowmaprectangletexture) return;
                r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-               r_shadow_fborectangle = R_Mesh_CreateFramebufferObject(r_shadow_shadowmaprectangletexture, NULL, NULL, NULL, NULL);
+               qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR
                break;
        case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
                if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return;
                r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler);
-               // special trick to get an empty fbo we configure ourselves...
-               r_shadow_fbocubeside[r_shadow_shadowmaplod] = R_Mesh_CreateFramebufferObject(NULL, NULL, NULL, NULL, NULL);
-               R_Mesh_SetRenderTargets(r_shadow_fbocubeside[r_shadow_shadowmaplod], NULL, NULL, NULL, NULL, NULL);
-               if (qglFramebufferTexture2DEXT)
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
                break;
        default:
                return;
        }
-
        // render depth into the fbo, do not render color at all
-       // validate the fbo now
-       if (qglDrawBuffer)
-       {
-               int status;
-               qglDrawBuffer(GL_NONE);CHECKGLERROR
-               qglReadBuffer(GL_NONE);CHECKGLERROR
-               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-               if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
-               {
-                       Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
-                       Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
-                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
-               }
+       qglDrawBuffer(GL_NONE);CHECKGLERROR
+       qglReadBuffer(GL_NONE);CHECKGLERROR
+       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+       if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer))
+       {
+               Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status);
+               Cvar_SetValueQuick(&r_shadow_shadowmapping, 0);
+               Cvar_SetValueQuick(&r_shadow_deferred, 0);
        }
 }
-
-static float testcolor[4] = {0,1,0,1};
+       
 void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
 {
        float nearclip, farclip, bias;
        r_viewport_t viewport;
        int flipped;
        GLuint fbo = 0;
+       CHECKGLERROR
        nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius;
        farclip = 1.0f;
        bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius;
@@ -2148,6 +2161,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmap2dtexture)
                        R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+               CHECKGLERROR
                if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d;
                r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture);
                r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture);
@@ -2164,6 +2178,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
                        R_Shadow_MakeVSDCT();
                if (!r_shadow_shadowmaprectangletexture)
                        R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize);
+               CHECKGLERROR
                if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle;
                r_shadow_shadowmap_texturescale[0] = 1.0f;
                r_shadow_shadowmap_texturescale[1] = 1.0f;
@@ -2178,6 +2193,7 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
                // simple cube approach
                if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod])
                        R_Shadow_MakeShadowMap(side, size);
+               CHECKGLERROR
                if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod];
                r_shadow_shadowmap_texturescale[0] = 0.0f;
                r_shadow_shadowmap_texturescale[1] = 0.0f;
@@ -2190,14 +2206,20 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size)
        R_Shadow_RenderMode_Reset();
        if (fbo)
        {
-               R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL);
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
                R_SetupShader_DepthOrShadow();
        }
        else
+       {
                R_SetupShader_ShowDepth();
+               qglClearColor(1,1,1,1);CHECKGLERROR
+       }
+       CHECKGLERROR
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
+       qglClearDepth(1);
+       CHECKGLERROR
 
 init_done:
        R_SetViewport(&viewport);
@@ -2208,68 +2230,29 @@ init_done:
                flipped = (side & 1) ^ (side >> 2);
                r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front;
                r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back;
-               switch(vid.renderpath)
+               GL_CullFace(r_refdef.view.cullface_back);
+               if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
                {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
-                       GL_CullFace(r_refdef.view.cullface_back);
-                       // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once
-                       if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask
-                       {
-                               // get tightest scissor rectangle that encloses all viewports in the clear mask
-                               int x1 = clear & 0x15 ? 0 : size;
-                               int x2 = clear & 0x2A ? 2 * size : size;
-                               int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
-                               int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
-                               GL_Scissor(x1, y1, x2 - x1, y2 - y1);
-                               GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
-                       }
-                       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-                       break;
-               case RENDERPATH_D3D9:
-                       // completely different meaning than in OpenGL path
-                       r_shadow_shadowmap_parameters[1] = 0;
-                       r_shadow_shadowmap_parameters[3] = -bias;
-                       // we invert the cull mode because we flip the projection matrix
-                       // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided...
-                       GL_CullFace(r_refdef.view.cullface_front);
-                       // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
-                       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-                       if (r_shadow_shadowmapsampler)
-                       {
-                               GL_ColorMask(0,0,0,0);
-                               if (clear)
-                                       GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0);
-                       }
-                       else
-                       {
-                               GL_ColorMask(1,1,1,1);
-                               if (clear)
-                                       GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0);
-                       }
-                       break;
-               case RENDERPATH_D3D10:
-               case RENDERPATH_D3D11:
-                       // D3D considers it an error to use a scissor larger than the viewport...  clear just this view
-                       GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
-                       GL_ColorMask(0,0,0,0);
-                       if (clear)
-                               GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
-                       break;
+                       // get tightest scissor rectangle that encloses all viewports in the clear mask
+                       int x1 = clear & 0x15 ? 0 : size;
+                       int x2 = clear & 0x2A ? 2 * size : size;
+                       int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size);
+                       int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size);
+                       GL_Scissor(x1, y1, x2 - x1, y2 - y1);
+                       GL_Clear(GL_DEPTH_BUFFER_BIT);
                }
+               GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
                break;
        case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE:
-               if (qglFramebufferTexture2DEXT)
-                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
+               qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR
                GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
                if (clear)
-                       GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
+                       GL_Clear(GL_DEPTH_BUFFER_BIT);
                break;
        default:
                break;
        }
+       CHECKGLERROR
 }
 
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
@@ -2281,13 +2264,27 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
                r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
        }
+       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        if (!transparent)
-               GL_DepthFunc(GL_EQUAL);
+       {
+               qglDepthFunc(GL_EQUAL);CHECKGLERROR
+       }
+       if (stenciltest)
+       {
+               qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+               // only draw light where this geometry was already rendered AND the
+               // stencil is 128 (values other than this mean shadow)
+               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+       }
+       r_shadow_rendermode = r_shadow_lightingrendermode;
        // do global setup needed for the chosen lighting mode
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+       {
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
+               CHECKGLERROR
+       }
        if (shadowmapping)
        {
                switch (r_shadow_shadowmode)
@@ -2305,13 +2302,8 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
                        break;
                }
        }
-       r_shadow_rendermode = r_shadow_lightingrendermode;
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 128 (values other than this mean shadow)
-       if (stenciltest)
-               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
-       else
-               R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
+       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
+       CHECKGLERROR
 }
 
 static const unsigned short bboxelements[36] =
@@ -2341,51 +2333,60 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        int i;
        float vertex3f[8*3];
        const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld;
-// do global setup needed for the chosen lighting mode
+       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        r_shadow_rendermode = r_shadow_lightingrendermode;
-       R_EntityMatrix(&identitymatrix);
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 128 (values other than this mean shadow)
-       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
-       R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
-
-       if (shadowmapping)
+       // do global setup needed for the chosen lighting mode
        {
-               switch (r_shadow_shadowmode)
+               R_EntityMatrix(&identitymatrix);
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               if (stenciltest)
                {
-               case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
-                       r_shadow_usingshadowmap2d = true;
-                       break;
-               case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
-                       r_shadow_usingshadowmaprect = true;
-                       break;
-               case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
-                       r_shadow_usingshadowmapcube = true;
-                       break;
-               default:
-                       break;
+                       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+                       // only draw light where this geometry was already rendered AND the
+                       // stencil is 128 (values other than this mean shadow)
+                       qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+               }
+               qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
+               if (shadowmapping)
+               {
+                       switch (r_shadow_shadowmode)
+                       {
+                       case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
+                               r_shadow_usingshadowmap2d = true;
+                               break;
+                       case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
+                               r_shadow_usingshadowmaprect = true;
+                               break;
+                       case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE:
+                               r_shadow_usingshadowmapcube = true;
+                               break;
+                       default:
+                               break;
+                       }
                }
-       }
 
-       // render the lighting
-       R_SetupShader_DeferredLight(rsurface.rtlight);
-       for (i = 0;i < 8;i++)
-               Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
-       GL_ColorMask(1,1,1,1);
-       GL_DepthMask(false);
-       GL_DepthRange(0, 1);
-       GL_PolygonOffset(0, 0);
-       GL_DepthTest(true);
-       GL_DepthFunc(GL_GREATER);
-       GL_CullFace(r_refdef.view.cullface_back);
-       R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f);
-       R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
+               // render the lighting
+               R_SetupShader_DeferredLight(rsurface.rtlight);
+               for (i = 0;i < 8;i++)
+                       Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
+               CHECKGLERROR
+               R_Mesh_VertexPointer(vertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               GL_ColorMask(1,1,1,1);
+               GL_DepthMask(false);
+               GL_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
+               GL_DepthTest(true);
+               qglDepthFunc(GL_GREATER);CHECKGLERROR
+               GL_CullFace(r_refdef.view.cullface_back);
+               R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
+       }
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
 {
+       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthRange(0, 1);
@@ -2398,19 +2399,27 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
 
 void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent)
 {
+       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthRange(0, 1);
        GL_DepthTest(r_showlighting.integer < 2);
        GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1);
        if (!transparent)
-               GL_DepthFunc(GL_EQUAL);
-       R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
+       {
+               qglDepthFunc(GL_EQUAL);CHECKGLERROR
+       }
+       if (stenciltest)
+       {
+               qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+               qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR
+       }
        r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING;
 }
 
 void R_Shadow_RenderMode_End(void)
 {
+       CHECKGLERROR
        R_Shadow_RenderMode_Reset();
        R_Shadow_RenderMode_ActiveLight(NULL);
        GL_DepthMask(true);
@@ -2439,140 +2448,29 @@ int bboxedges[12][2] =
 
 qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
 {
-       int i, ix1, iy1, ix2, iy2;
-       float x1, y1, x2, y2;
-       vec4_t v, v2;
-       float vertex[20][3];
-       int j, k;
-       vec4_t plane4f;
-       int numvertices;
-       float corner[8][4];
-       float dist[8];
-       int sign[8];
-       float f;
-
-       r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
-       r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
-       r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
-       r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
-
        if (!r_shadow_scissor.integer)
-               return false;
-
-       // if view is inside the light box, just say yes it's visible
-       if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs))
-               return false;
-
-       x1 = y1 = x2 = y2 = 0;
-
-       // transform all corners that are infront of the nearclip plane
-       VectorNegate(r_refdef.view.frustum[4].normal, plane4f);
-       plane4f[3] = r_refdef.view.frustum[4].dist;
-       numvertices = 0;
-       for (i = 0;i < 8;i++)
        {
-               Vector4Set(corner[i], (i & 1) ? maxs[0] : mins[0], (i & 2) ? maxs[1] : mins[1], (i & 4) ? maxs[2] : mins[2], 1);
-               dist[i] = DotProduct4(corner[i], plane4f);
-               sign[i] = dist[i] > 0;
-               if (!sign[i])
-               {
-                       VectorCopy(corner[i], vertex[numvertices]);
-                       numvertices++;
-               }
-       }
-       // if some points are behind the nearclip, add clipped edge points to make
-       // sure that the scissor boundary is complete
-       if (numvertices > 0 && numvertices < 8)
-       {
-               // add clipped edge points
-               for (i = 0;i < 12;i++)
-               {
-                       j = bboxedges[i][0];
-                       k = bboxedges[i][1];
-                       if (sign[j] != sign[k])
-                       {
-                               f = dist[j] / (dist[j] - dist[k]);
-                               VectorLerp(corner[j], f, corner[k], vertex[numvertices]);
-                               numvertices++;
-                       }
-               }
-       }
-
-       // if we have no points to check, the light is behind the view plane
-       if (!numvertices)
-               return true;
-
-       // if we have some points to transform, check what screen area is covered
-       x1 = y1 = x2 = y2 = 0;
-       v[3] = 1.0f;
-       //Con_Printf("%i vertices to transform...\n", numvertices);
-       for (i = 0;i < numvertices;i++)
-       {
-               VectorCopy(vertex[i], v);
-               R_Viewport_TransformToScreen(&r_refdef.view.viewport, v, v2);
-               //Con_Printf("%.3f %.3f %.3f %.3f transformed to %.3f %.3f %.3f %.3f\n", v[0], v[1], v[2], v[3], v2[0], v2[1], v2[2], v2[3]);
-               if (i)
-               {
-                       if (x1 > v2[0]) x1 = v2[0];
-                       if (x2 < v2[0]) x2 = v2[0];
-                       if (y1 > v2[1]) y1 = v2[1];
-                       if (y2 < v2[1]) y2 = v2[1];
-               }
-               else
-               {
-                       x1 = x2 = v2[0];
-                       y1 = y2 = v2[1];
-               }
-       }
-
-       // now convert the scissor rectangle to integer screen coordinates
-       ix1 = (int)(x1 - 1.0f);
-       iy1 = vid.height - (int)(y2 - 1.0f);
-       ix2 = (int)(x2 + 1.0f);
-       iy2 = vid.height - (int)(y1 + 1.0f);
-       //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
-
-       // clamp it to the screen
-       if (ix1 < r_refdef.view.viewport.x) ix1 = r_refdef.view.viewport.x;
-       if (iy1 < r_refdef.view.viewport.y) iy1 = r_refdef.view.viewport.y;
-       if (ix2 > r_refdef.view.viewport.x + r_refdef.view.viewport.width) ix2 = r_refdef.view.viewport.x + r_refdef.view.viewport.width;
-       if (iy2 > r_refdef.view.viewport.y + r_refdef.view.viewport.height) iy2 = r_refdef.view.viewport.y + r_refdef.view.viewport.height;
-
-       // if it is inside out, it's not visible
-       if (ix2 <= ix1 || iy2 <= iy1)
-               return true;
-
-       // the light area is visible, set up the scissor rectangle
-       r_shadow_lightscissor[0] = ix1;
-       r_shadow_lightscissor[1] = iy1;
-       r_shadow_lightscissor[2] = ix2 - ix1;
-       r_shadow_lightscissor[3] = iy2 - iy1;
-
-       // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3];
-               break;
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               break;
+               r_shadow_lightscissor[0] = r_refdef.view.viewport.x;
+               r_shadow_lightscissor[1] = r_refdef.view.viewport.y;
+               r_shadow_lightscissor[2] = r_refdef.view.viewport.width;
+               r_shadow_lightscissor[3] = r_refdef.view.viewport.height;
+               return false;
        }
-
-       r_refdef.stats.lights_scissored++;
+       if(R_ScissorForBBox(mins, maxs, r_shadow_lightscissor))
+               return true; // invisible
+       if(r_shadow_lightscissor[0] != r_refdef.view.viewport.x
+       || r_shadow_lightscissor[1] != r_refdef.view.viewport.y
+       || r_shadow_lightscissor[2] != r_refdef.view.viewport.width
+       || r_shadow_lightscissor[3] != r_refdef.view.viewport.height)
+               r_refdef.stats.lights_scissored++;
        return false;
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, const float *diffusecolor, const float *ambientcolor)
+static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int numverts, int numtriangles, const int *element3i, const float *diffusecolor, const float *ambientcolor)
 {
-       int i;
-       const float *vertex3f;
-       const float *normal3f;
-       float *color4f;
+       const float *vertex3f = rsurface.vertex3f + 3 * firstvertex;
+       const float *normal3f = rsurface.normal3f + 3 * firstvertex;
+       float *color4f = rsurface.array_color4f + 4 * firstvertex;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
        switch (r_shadow_rendermode)
        {
@@ -2580,7 +2478,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                Matrix4x4_Transform3x3(&rsurface.entitytolight, normal3f, n);
@@ -2602,7 +2500,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
                        {
                                VectorCopy(ambientcolor, color4f);
                                if (r_refdef.fogenabled)
@@ -2610,7 +2508,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                                        float f;
                                        Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                        f = RSurf_FogVertex(vertex3f);
-                                       VectorScale(color4f + 4*i, f, color4f);
+                                       VectorScale(color4f, f, color4f);
                                }
                                color4f[3] = 1;
                        }
@@ -2619,7 +2517,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2652,7 +2550,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = fabs(v[2])) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2676,7 +2574,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
                if (VectorLength2(diffusecolor) > 0)
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, normal3f = rsurface.batchnormal3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, normal3f += 3, color4f += 4)
+                       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2710,7 +2608,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
                }
                else
                {
-                       for (i = 0, vertex3f = rsurface.batchvertex3f + 3*firstvertex, color4f = rsurface.array_passcolor4f + 4 * firstvertex;i < numverts;i++, vertex3f += 3, color4f += 4)
+                       for (;numverts > 0;numverts--, vertex3f += 3, color4f += 4)
                        {
                                Matrix4x4_Transform(&rsurface.entitytolight, vertex3f, v);
                                if ((dist = VectorLength(v)) < 1 && (distintensity = r_shadow_attentable[(int)(dist * ATTENTABLESIZE)]))
@@ -2737,23 +2635,25 @@ static void R_Shadow_RenderLighting_Light_Vertex_Shading(int firstvertex, int nu
        }
 }
 
-static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
 {
        // used to display how many times a surface is lit for level design purposes
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
-       RSurf_DrawBatch();
+       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
 }
 
-static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
+static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               GL_DepthFunc(GL_EQUAL);
-       RSurf_DrawBatch();
+       {
+               qglDepthFunc(GL_EQUAL);CHECKGLERROR
+       }
+       R_Mesh_Draw(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               GL_DepthFunc(GL_LEQUAL);
+       {
+               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       }
 }
 
 static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2)
@@ -2769,7 +2669,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        float *c;
        int maxtriangles = 4096;
        static int newelements[4096*3];
-       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, diffusecolor2, ambientcolor2);
+       R_Shadow_RenderLighting_Light_Vertex_Shading(firstvertex, numvertices, numtriangles, element3i, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 4;renders++)
        {
                stop = true;
@@ -2784,7 +2684,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // renders them at once
                for (i = 0, e = element3i;i < numtriangles;i++, e += 3)
                {
-                       if (VectorLength2(rsurface.array_passcolor4f + e[0] * 4) + VectorLength2(rsurface.array_passcolor4f + e[1] * 4) + VectorLength2(rsurface.array_passcolor4f + e[2] * 4) >= 0.01)
+                       if (VectorLength2(rsurface.array_color4f + e[0] * 4) + VectorLength2(rsurface.array_color4f + e[1] * 4) + VectorLength2(rsurface.array_color4f + e[2] * 4) >= 0.01)
                        {
                                if (newnumtriangles)
                                {
@@ -2807,7 +2707,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                                newe += 3;
                                if (newnumtriangles >= maxtriangles)
                                {
-                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
+                                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
                                        newnumtriangles = 0;
                                        newe = newelements;
                                        stop = false;
@@ -2816,7 +2716,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                }
                if (newnumtriangles >= 1)
                {
-                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, NULL, NULL, 0);
+                       R_Mesh_Draw(newfirstvertex, newlastvertex - newfirstvertex + 1, 0, newnumtriangles, newelements, NULL, 0, 0);
                        stop = false;
                }
                // if we couldn't find any lit triangles, exit early
@@ -2827,7 +2727,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
                // handling of negative colors
                // (some old drivers even have improper handling of >1 color)
                stop = true;
-               for (i = 0, c = rsurface.array_passcolor4f + 4 * firstvertex;i < numvertices;i++, c += 4)
+               for (i = 0, c = rsurface.array_color4f + 4 * firstvertex;i < numvertices;i++, c += 4)
                {
                        if (c[0] > 1 || c[1] > 1 || c[2] > 1)
                        {
@@ -2845,7 +2745,7 @@ static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numve
        }
 }
 
-static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale)
+static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertices, int numtriangles, const int *element3i, const vec3_t lightcolor, float ambientscale, float diffusescale)
 {
        // OpenGL 1.1 path (anything)
        float ambientcolorbase[3], diffusecolorbase[3];
@@ -2867,32 +2767,29 @@ static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const m
        diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
        ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
        diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | (diffusescale > 0 ? BATCHNEED_ARRAY_NORMAL : 0) | BATCHNEED_ARRAY_TEXCOORD, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
-       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
-       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
        R_Mesh_TexBind(0, basetexture);
        R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
        switch(r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
                R_Mesh_TexBind(1, r_shadow_attenuation3dtexture);
                R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
                R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+               R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
                R_Mesh_TexBind(2, r_shadow_attenuation2dtexture);
                R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
                R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+               R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
                // fall through
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
                R_Mesh_TexBind(1, r_shadow_attenuation2dtexture);
                R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
                R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+               R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
                break;
@@ -2900,21 +2797,21 @@ static void R_Shadow_RenderLighting_Light_Vertex(int texturenumsurfaces, const m
                break;
        }
        //R_Mesh_TexBind(0, basetexture);
-       R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorbase, ambientcolorbase);
+       R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorbase, ambientcolorbase);
        if (dopants)
        {
                R_Mesh_TexBind(0, pantstexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorpants, ambientcolorpants);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorpants, ambientcolorpants);
        }
        if (doshirt)
        {
                R_Mesh_TexBind(0, shirttexture);
-               R_Shadow_RenderLighting_Light_Vertex_Pass(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.batchelement3i + 3*rsurface.batchfirsttriangle, diffusecolorshirt, ambientcolorshirt);
+               R_Shadow_RenderLighting_Light_Vertex_Pass(firstvertex, numvertices, numtriangles, element3i, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
 extern cvar_t gl_lightmaps;
-void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+void R_Shadow_RenderLighting(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject)
 {
        float ambientscale, diffusescale, specularscale;
        qboolean negated;
@@ -2935,70 +2832,30 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures
        if(negated)
        {
                VectorNegate(lightcolor, lightcolor);
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
-                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               }
+               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
        }
        RSurf_SetupDepthAndCulling();
        switch (r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
                GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) && !r_showdisabledepthtest.integer);
-               R_Shadow_RenderLighting_VisibleLighting(texturenumsurfaces, texturesurfacelist);
+               R_Shadow_RenderLighting_VisibleLighting(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Shadow_RenderLighting_Light_GLSL(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale, specularscale);
+               R_Shadow_RenderLighting_Light_GLSL(firstvertex, numvertices, firsttriangle, numtriangles, element3i, element3s, element3i_bufferobject, element3s_bufferobject, lightcolor, ambientscale, diffusescale, specularscale);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               R_Shadow_RenderLighting_Light_Vertex(texturenumsurfaces, texturesurfacelist, lightcolor, ambientscale, diffusescale);
+               R_Shadow_RenderLighting_Light_Vertex(firstvertex, numvertices, numtriangles, element3i + firsttriangle * 3, lightcolor, ambientscale, diffusescale);
                break;
        default:
                Con_Printf("R_Shadow_RenderLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
                break;
        }
        if(negated)
-       {
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL11:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
-                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               }
-       }
+               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
 }
 
 void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags)
@@ -3375,8 +3232,8 @@ void R_Shadow_DrawWorldShadow_ShadowMap(int numsurfaces, int *surfacelist, const
                        if (!mesh->sidetotals[r_shadow_shadowmapside])
                                continue;
             r_refdef.stats.lights_shadowtriangles += mesh->sidetotals[r_shadow_shadowmapside];
-            R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
-            R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+            R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
+            R_Mesh_Draw(0, mesh->numverts, mesh->sideoffsets[r_shadow_shadowmapside], mesh->sidetotals[r_shadow_shadowmapside], mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
         }
         CHECKGLERROR
     }
@@ -3408,28 +3265,28 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co
                for (;mesh;mesh = mesh->next)
                {
                        r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
-                       R_Mesh_PrepareVertices_Position(mesh->numverts, mesh->vertexposition, mesh->vertexpositionbuffer);
+                       R_Mesh_VertexPointer(mesh->vertex3f, mesh->vbo, mesh->vbooffset_vertex3f);
                        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL)
                        {
                                // increment stencil if frontface is infront of depthbuffer
                                GL_CullFace(r_refdef.view.cullface_back);
-                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255);
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+                               qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
                                // decrement stencil if backface is infront of depthbuffer
                                GL_CullFace(r_refdef.view.cullface_front);
-                               R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255);
+                               qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR
                        }
                        else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL)
                        {
                                // decrement stencil if backface is behind depthbuffer
                                GL_CullFace(r_refdef.view.cullface_front);
-                               R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255);
-                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+                               qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR
+                               R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
                                // increment stencil if frontface is behind depthbuffer
                                GL_CullFace(r_refdef.view.cullface_back);
-                               R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255);
+                               qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR
                        }
-                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset);
+                       R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3s, mesh->ebo3i, mesh->ebo3s);
                }
                CHECKGLERROR
        }
@@ -4003,10 +3860,12 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
 
 static void R_Shadow_FreeDeferred(void)
 {
-       R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo);
+       if (r_shadow_prepassgeometryfbo)
+               qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
        r_shadow_prepassgeometryfbo = 0;
 
-       R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo);
+       if (r_shadow_prepasslightingfbo)
+               qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
        r_shadow_prepasslightingfbo = 0;
 
        if (r_shadow_prepassgeometrydepthtexture)
@@ -4035,20 +3894,18 @@ void R_Shadow_DrawPrepass(void)
        dlight_t *light;
        size_t range;
        entity_render_t *ent;
-       float clearcolor[4];
 
        GL_AlphaTest(false);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_DepthMask(true);
        GL_ColorMask(1,1,1,1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
-       Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f);
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, clearcolor, 1.0f, 0);
-       if (r_timereport_active)
-               R_TimeReport("prepasscleargeom");
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
+       qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR
 
        if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
                r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
@@ -4071,11 +3928,11 @@ void R_Shadow_DrawPrepass(void)
        GL_ColorMask(1,1,1,1);
        GL_Color(1,1,1,1);
        GL_DepthTest(true);
-       R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
-       Vector4Set(clearcolor, 0, 0, 0, 0);
-       GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0);
-       if (r_timereport_active)
-               R_TimeReport("prepassclearlit");
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
+       qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR
+       GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
+       if (r_refdef.fogenabled)
+               qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
 
        R_Shadow_RenderMode_Begin();
 
@@ -4101,7 +3958,9 @@ void R_Shadow_DrawPrepass(void)
                for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++)
                        R_Shadow_DrawLight(r_refdef.scene.lights[lnum]);
 
-       R_Mesh_ResetRenderTargets();
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+       if (r_refdef.fogenabled)
+               qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR
 
        R_Shadow_RenderMode_End();
 
@@ -4135,9 +3994,6 @@ void R_Shadow_PrepareLights(void)
        {
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
@@ -4155,30 +4011,35 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
                        r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
-                       r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
-                       R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL);
+                       qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffersARB)
                        {
                                qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
-                               {
-                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
-                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                                       r_shadow_usingdeferredprepass = false;
-                               }
+                       }
+                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                       {
+                               Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                               r_shadow_usingdeferredprepass = false;
                        }
 
                        // set up the lighting pass fbo (diffuse + specular)
-                       r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
-                       R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL);
+                       qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR
+                       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR
+                       qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR
                        // render diffuse into one texture and specular into another,
                        // with depth and normalmap bound as textures,
                        // with depth bound as attachment as well
@@ -4186,13 +4047,13 @@ void R_Shadow_PrepareLights(void)
                        {
                                qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR
                                qglReadBuffer(GL_NONE);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
-                               {
-                                       Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
-                                       Cvar_SetValueQuick(&r_shadow_deferred, 0);
-                                       r_shadow_usingdeferredprepass = false;
-                               }
+                       }
+                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
+                       if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                       {
+                               Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status);
+                               Cvar_SetValueQuick(&r_shadow_deferred, 0);
+                               r_shadow_usingdeferredprepass = false;
                        }
                }
                break;
@@ -4372,7 +4233,6 @@ void R_DrawModelShadowMaps(void)
        matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix;
        r_viewport_t viewport;
        GLuint fbo = 0;
-       float clearcolor[4];
 
        if (!r_refdef.scene.numentities)
                return;
@@ -4386,6 +4246,7 @@ void R_DrawModelShadowMaps(void)
                return;
        }
 
+       CHECKGLERROR
        R_ResetViewRendering3D();
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(NULL);
@@ -4452,33 +4313,29 @@ void R_DrawModelShadowMaps(void)
        R_Viewport_InitOrtho(&viewport, &cameramatrix, 0, 0, size, size, 0, 0, 1, 1, 0, -1, NULL); 
 
        VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin);
-
-       R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL);
+#if 0
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
+       R_SetupShader_ShowDepth();
+#else
+       qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
        R_SetupShader_DepthOrShadow();
+#endif
+       CHECKGLERROR
        GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value);
        GL_DepthMask(true);
        GL_DepthTest(true);
        R_SetViewport(&viewport);
        GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder);
-       Vector4Set(clearcolor, 1,1,1,1);
-       // in D3D9 we have to render to a color texture shadowmap
-       // in GL we render directly to a depth texture only
-       if (r_shadow_shadowmap2dtexture)
-               GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
-       else
-               GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
-       // render into a slightly restricted region so that the borders of the
-       // shadowmap area fade away, rather than streaking across everything
-       // outside the usable area
-       GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
-
+       qglClearDepth(1);
 #if 0
-       // debugging
-       R_Mesh_ResetRenderTargets();
-       R_SetupShader_ShowDepth();
-       GL_ColorMask(1,1,1,1);
-       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0);
+       qglClearColor(1,1,1,1);
+       GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+#else
+       GL_Clear(GL_DEPTH_BUFFER_BIT);
 #endif
+       GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder);
+       CHECKGLERROR
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
@@ -4504,19 +4361,6 @@ void R_DrawModelShadowMaps(void)
                }
        }
 
-#if 0
-       if (r_test.integer)
-       {
-               unsigned char *rawpixels = Z_Malloc(viewport.width*viewport.height*4);
-               CHECKGLERROR
-               qglReadPixels(viewport.x, viewport.y, viewport.width, viewport.height, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, rawpixels);
-               CHECKGLERROR
-               Image_WriteTGABGRA("r_shadows_2.tga", viewport.width, viewport.height, rawpixels);
-               Cvar_SetValueQuick(&r_test, 0);
-               Z_Free(rawpixels);
-       }
-#endif
-
        R_Shadow_RenderMode_End();
 
        Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
@@ -4553,6 +4397,7 @@ void R_DrawModelShadows(void)
        if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
                return;
 
+       CHECKGLERROR
        R_ResetViewRendering3D();
        //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
@@ -4639,6 +4484,9 @@ void R_DrawModelShadows(void)
        //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
        R_ResetViewRendering2D();
+       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -4648,13 +4496,14 @@ void R_DrawModelShadows(void)
        //GL_PolygonOffset(0, 0);CHECKGLERROR
        GL_Color(0, 0, 0, r_shadows_darken.value);
        //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
-       //GL_DepthFunc(GL_ALWAYS);
-       R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255);
+       //qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+       qglEnable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(255);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR
 
        // apply the blend to the shadowed areas
-       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
 
        // restore the viewport
        R_SetViewport(&r_refdef.view.viewport);
@@ -4681,38 +4530,21 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery)
                // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights
                VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin);
 
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL20:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL11:
-               case RENDERPATH_CGGL:
-                       CHECKGLERROR
-                       // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead
-                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
-                       GL_DepthFunc(GL_ALWAYS);
-                       R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-                       R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
-                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
-                       GL_DepthFunc(GL_LEQUAL);
-                       qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
-                       R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
-                       R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f);
-                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-                       qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
-                       CHECKGLERROR
-                       break;
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               }
+               CHECKGLERROR
+               // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead
+               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels);
+               qglDepthFunc(GL_ALWAYS);
+               R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+               R_Mesh_VertexPointer(vertex3f, 0, 0);
+               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+               qglDepthFunc(GL_LEQUAL);
+               qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels);
+               R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
+               R_Mesh_VertexPointer(vertex3f, 0, 0);
+               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+               qglEndQueryARB(GL_SAMPLES_PASSED_ARB);
+               CHECKGLERROR
        }
        rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1);
 }
@@ -4726,27 +4558,10 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        // now we have to check the query result
        if (rtlight->corona_queryindex_visiblepixels)
        {
-               switch(vid.renderpath)
-               {
-               case RENDERPATH_GL20:
-               case RENDERPATH_GL13:
-               case RENDERPATH_GL11:
-               case RENDERPATH_CGGL:
-                       CHECKGLERROR
-                       qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
-                       qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
-                       CHECKGLERROR
-                       break;
-               case RENDERPATH_D3D9:
-                       Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               }
+               CHECKGLERROR
+               qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
+               qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels);
+               CHECKGLERROR
                //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels);
                if (visiblepixels < 1 || allpixels < 1)
                        return;
@@ -4767,60 +4582,20 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                if(negated)
                {
                        VectorNegate(color, color);
-                       switch(vid.renderpath)
-                       {
-                       case RENDERPATH_GL11:
-                       case RENDERPATH_GL13:
-                       case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
-                               qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
-                               break;
-                       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT);
-#endif
-                               break;
-                       case RENDERPATH_D3D10:
-                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                               break;
-                       case RENDERPATH_D3D11:
-                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                               break;
-                       }
+                       qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                }
                R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale);
                RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false);
                R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false);
                if(negated)
-               {
-                       switch(vid.renderpath)
-                       {
-                       case RENDERPATH_GL11:
-                       case RENDERPATH_GL13:
-                       case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
-                               qglBlendEquationEXT(GL_FUNC_ADD_EXT);
-                               break;
-                       case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                               IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD);
-#endif
-                               break;
-                       case RENDERPATH_D3D10:
-                               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                               break;
-                       case RENDERPATH_D3D11:
-                               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                               break;
-                       }
-               }
+                       qglBlendEquationEXT(GL_FUNC_ADD_EXT);
        }
 }
 
 void R_Shadow_DrawCoronas(void)
 {
        int i, flag;
-       qboolean usequery = false;
+       qboolean usequery;
        size_t lightindex;
        dlight_t *light;
        rtlight_t *rtlight;
@@ -4838,47 +4613,30 @@ void R_Shadow_DrawCoronas(void)
        // use GL_ARB_occlusion_query if available
        // otherwise use raytraces
        r_numqueries = 0;
-       switch (vid.renderpath)
+       usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
+       if (usequery)
        {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer;
-               if (usequery)
+               GL_ColorMask(0,0,0,0);
+               if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
+               if (r_maxqueries < MAX_OCCLUSION_QUERIES)
                {
-                       GL_ColorMask(0,0,0,0);
-                       if (r_maxqueries < (range + r_refdef.scene.numlights) * 2)
-                       if (r_maxqueries < MAX_OCCLUSION_QUERIES)
-                       {
-                               i = r_maxqueries;
-                               r_maxqueries = (range + r_refdef.scene.numlights) * 4;
-                               r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
-                               CHECKGLERROR
-                               qglGenQueriesARB(r_maxqueries - i, r_queries + i);
-                               CHECKGLERROR
-                       }
-                       RSurf_ActiveWorldEntity();
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       GL_CullFace(GL_NONE);
-                       GL_DepthMask(false);
-                       GL_DepthRange(0, 1);
-                       GL_PolygonOffset(0, 0);
-                       GL_DepthTest(true);
-                       R_Mesh_ResetTextureState();
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       i = r_maxqueries;
+                       r_maxqueries = (range + r_refdef.scene.numlights) * 4;
+                       r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES);
+                       CHECKGLERROR
+                       qglGenQueriesARB(r_maxqueries - i, r_queries + i);
+                       CHECKGLERROR
                }
-               break;
-       case RENDERPATH_D3D9:
-               usequery = false;
-               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
+               RSurf_ActiveWorldEntity();
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_CullFace(GL_NONE);
+               GL_DepthMask(false);
+               GL_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
+               GL_DepthTest(true);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -6249,7 +6007,7 @@ LIGHT SAMPLING
 =============================================================================
 */
 
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, int dynamic)
+void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, qboolean dynamic, qboolean rtworld)
 {
        VectorClear(diffusecolor);
        VectorClear(diffusenormal);
@@ -6264,16 +6022,57 @@ void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffu
 
        if (dynamic)
        {
-               int i;
-               float f, v[3];
+               int i, numlights, flag;
+               float f, relativepoint[3], dist, dist2, lightradius2;
                rtlight_t *light;
+               dlight_t *dlight;
+
+               // sample rtlights
+               if (rtworld)
+               {
+                       flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+                       numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+                       for (i = 0; i < numlights; i++)
+                       {
+                               dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+                               if (!dlight)
+                                       continue;
+                               light = &dlight->rtlight;
+                               if (!(light->flags & flag))
+                                       continue;
+                               // sample
+                               lightradius2 = light->radius * light->radius;
+                               VectorSubtract(light->shadoworigin, p, relativepoint);
+                               dist2 = VectorLength2(relativepoint);
+                               if (dist2 >= lightradius2)
+                                       continue;
+                               dist = sqrt(dist2) / light->radius;
+                               f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                               if (f <= 0)
+                                       continue;
+                               // todo: add to both ambient and diffuse
+                               if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+                                       VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+                       }
+               }
+
+               // sample dlights
                for (i = 0;i < r_refdef.scene.numlights;i++)
                {
                        light = r_refdef.scene.lights[i];
-                       Matrix4x4_Transform(&light->matrix_worldtolight, p, v);
-                       f = 1 - VectorLength2(v);
-                       if (f > 0 && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
-                               VectorMA(ambientcolor, f, light->currentcolor, ambientcolor);
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1)
+                               VectorMA(ambientcolor, f, light->color, ambientcolor);
                }
        }
 }