]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added bufferobject and bufferoffset parameters to all R_Mesh_*Pointer functions and...
[xonotic/darkplaces.git] / gl_rmain.c
index c19a456fa5aa92990b43a238df186329a685314e..12be21aa5b6555315dc939a2db233a49523101a8 100644 (file)
@@ -46,6 +46,10 @@ cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables dep
 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
+cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
+cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
+cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
@@ -65,11 +69,11 @@ cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra c
 
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
 
-cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
-cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
-cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
-cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
@@ -94,7 +98,7 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces
 
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
 
-cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
 typedef struct r_glsl_bloomshader_s
@@ -139,7 +143,7 @@ rtexture_t *r_texture_fogattenuation;
 //rtexture_t *r_texture_fogintensity;
 
 // information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
 // currently selected permutation
 r_glsl_permutation_t *r_glsl_permutation;
 
@@ -474,10 +478,12 @@ static const char *builtinshaderstring =
 "// fragment shader specific:\n"
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
+"// 11 textures, we can only use up to 16 on DX9-class hardware\n"
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
 "uniform sampler2D Texture_Gloss;\n"
 "uniform samplerCube Texture_Cube;\n"
+"uniform sampler2D Texture_Attenuation;\n"
 "uniform sampler2D Texture_FogMask;\n"
 "uniform sampler2D Texture_Pants;\n"
 "uniform sampler2D Texture_Shirt;\n"
@@ -505,13 +511,8 @@ static const char *builtinshaderstring =
 "uniform myhalf SpecularScale;\n"
 "uniform myhalf SpecularPower;\n"
 "\n"
-"void main(void)\n"
+"vec2 OffsetMapping(vec2 TexCoord)\n"
 "{\n"
-"      // apply offsetmapping\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      vec2 TexCoordOffset = TexCoord;\n"
-"#define TexCoord TexCoordOffset\n"
-"\n"
 "      vec3 eyedir = vec3(normalize(EyeVector));\n"
 "      float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
 "      depthbias = 1.0 - depthbias * depthbias;\n"
@@ -537,7 +538,7 @@ static const char *builtinshaderstring =
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      TexCoord = RT.xy;\n"
-"#elif 1\n"
+"#else\n"
 "      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
 "      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
 "      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
@@ -546,39 +547,16 @@ static const char *builtinshaderstring =
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 0\n"
-"      // 10 sample offset mapping\n"
-"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
-"      //TexCoord += OffsetVector * 3.0;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 1\n"
-"      // parallax mapping as described in the paper\n"
-"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-"      // The paper provides code in the ARB fragment program assembly language\n"
-"      // I translated it to GLSL but may have done something wrong - SavageX\n"
-"      // LordHavoc: removed bias and simplified to one line\n"
-"      // LordHavoc: this is just a single sample offsetmapping...\n"
-"      TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
-"#else\n"
-"      // parallax mapping as described in the paper\n"
-"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-"      // The paper provides code in the ARB fragment program assembly language\n"
-"      // I translated it to GLSL but may have done something wrong - SavageX\n"
-"      float height = texture2D(Texture_Normal, TexCoord).a;\n"
-"      height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
-"      TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
 "#endif\n"
+"      return TexCoord;\n"
+"}\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // apply offsetmapping\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
@@ -593,15 +571,28 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTSOURCE\n"
 "      // light source\n"
 "\n"
-"      // get the surface normal and light normal\n"
+"      // calculate surface normal, light normal, and specular normal\n"
+"      // compute color intensity for the two textures (colormap and glossmap)\n"
+"      // scale by light color and attenuation as efficiently as possible\n"
+"      // (do as much scalar math as possible rather than vector math)\n"
+"#ifdef USESPECULAR\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
+"#else\n"
+"#ifdef USEDIFFUSE\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector))) * color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"#else\n"
+"      // calculate directionless shading\n"
+"      color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector)));\n"
+"#endif\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
@@ -610,19 +601,6 @@ static const char *builtinshaderstring =
 "      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
-"      // apply light color\n"
-"      color.rgb *= LightColor;\n"
-"\n"
-"      // apply attenuation\n"
-"      //\n"
-"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
-"      // center and sharp falloff at the edge, this is about the most efficient\n"
-"      // we can get away with as far as providing illumination.\n"
-"      //\n"
-"      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
-"      // provide significant illumination, large = slow = pain.\n"
-"      color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
-"\n"
 "\n"
 "\n"
 "\n"
@@ -701,6 +679,7 @@ const char *permutationinfo[][2] =
        {"#define USEGLOW\n", " glow"},
        {"#define USEFOG\n", " fog"},
        {"#define USECOLORMAPPING\n", " colormapping"},
+       {"#define USEDIFFUSE\n", " diffuse"},
        {"#define USESPECULAR\n", " specular"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
@@ -712,14 +691,14 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
 {
        int i;
        qboolean shaderfound;
-       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
        int vertstrings_count;
        int geomstrings_count;
        int fragstrings_count;
        char *shaderstring;
-       const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
-       const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
-       const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+       const char *vertstrings_list[32+1];
+       const char *geomstrings_list[32+1];
+       const char *fragstrings_list[32+1];
        char permutationname[256];
        if (p->compiled)
                return;
@@ -787,6 +766,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
                p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
                p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
                p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
                p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
                p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
@@ -822,6 +802,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
                if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
                if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
+               if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
                CHECKGLERROR
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
@@ -834,21 +815,23 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
 void R_GLSL_Restart_f(void)
 {
        int i;
-       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+       for (i = 0;i < SHADERPERMUTATION_MAX;i++)
                if (r_glsl_permutations[i].program)
                        GL_Backend_FreeProgram(r_glsl_permutations[i].program);
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
+extern rtexture_t *r_shadow_attenuationgradienttexture;
+extern rtexture_t *r_shadow_attenuation2dtexture;
+extern rtexture_t *r_shadow_attenuation3dtexture;
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
        const char *shaderfilename = NULL;
-       int permutation = 0;
-       float specularscale = rsurface_texture->specularscale;
+       unsigned int permutation = 0;
        r_glsl_permutation = NULL;
        // TODO: implement geometry-shader based shadow volumes someday
        if (r_shadow_rtlight)
@@ -856,11 +839,12 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                // light source
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               specularscale *= r_shadow_rtlight->specularscale;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
+               if (diffusescale > 0)
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
-                       permutation |= SHADERPERMUTATION_SPECULAR;
+                       permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
                if (rsurface_texture->colormapping)
@@ -951,30 +935,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
        }
-       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
        {
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
                        R_GLSL_CompilePermutation(shaderfilename, permutation);
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
                {
                        // remove features until we find a valid permutation
-                       int i;
-                       for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+                       unsigned int i;
+                       for (i = SHADERPERMUTATION_MASK;;i>>=1)
                        {
+                               if (!i)
+                                       return 0; // utterly failed
                                // reduce i more quickly whenever it would not remove any bits
                                if (permutation < i)
                                        continue;
                                permutation &= i;
-                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
                                        R_GLSL_CompilePermutation(shaderfilename, permutation);
-                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
                                        break;
-                               if (!i)
-                                       return 0; // utterly failed
                        }
                }
        }
-       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
        R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
@@ -982,19 +966,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        {
                if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
-               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
-               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
-               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
-               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+               if (permutation & SHADERPERMUTATION_DIFFUSE)
+               {
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
+                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+               }
+               else
+               {
+                       // ambient only is simpler
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
+                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
+                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
+               }
        }
        else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
        {
                if (r_glsl_permutation->loc_AmbientColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
+                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
                if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
+                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
                if (r_glsl_permutation->loc_SpecularColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
+                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
                if (r_glsl_permutation->loc_LightDir >= 0)
                        qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
        }
@@ -1008,6 +1003,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
        if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
        //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+       if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
        if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
        if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
        if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
@@ -1048,9 +1044,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
 
 void R_SwitchSurfaceShader(int permutation)
 {
-       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
+       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
        {
-               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
                CHECKGLERROR
                qglUseProgramObjectARB(r_glsl_permutation->program);
                CHECKGLERROR
@@ -1117,7 +1113,7 @@ void GL_Main_Init(void)
 {
        r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
 
-       Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
+       Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
        FOG_registercvars(); // FIXME: move this fog stuff to client?
        Cvar_RegisterVariable(&r_nearclip);
        Cvar_RegisterVariable(&r_showsurfaces);
@@ -1131,6 +1127,10 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_showdisabledepthtest);
        Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_drawentities);
+       Cvar_RegisterVariable(&r_cullentities_trace);
+       Cvar_RegisterVariable(&r_cullentities_trace_samples);
+       Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
+       Cvar_RegisterVariable(&r_cullentities_trace_delay);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_speeds);
        Cvar_RegisterVariable(&r_fullbrights);
@@ -1267,6 +1267,53 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
        return false;
 }
 
+int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
+{
+       int i;
+       const mplane_t *p;
+       for (i = 0;i < numplanes;i++)
+       {
+               p = planes + i;
+               switch(p->signbits)
+               {
+               default:
+               case 0:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 1:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 2:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 3:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 4:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 5:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 6:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 7:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               }
+       }
+       return false;
+}
+
 //==================================================================================
 
 static void R_UpdateEntityLighting(entity_render_t *ent)
@@ -1316,6 +1363,20 @@ static void R_View_UpdateEntityVisible (void)
                        ent = r_refdef.entities[i];
                        r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
                }
+               if(r_cullentities_trace.integer)
+               {
+                       for (i = 0;i < r_refdef.numentities;i++)
+                       {
+                               ent = r_refdef.entities[i];
+                               if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->model && (ent->model->name[0] == '*')))
+                               {
+                                       if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
+                                               ent->last_trace_visibility = realtime;
+                                       if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+                                               r_viewcache.entityvisible[i] = 0;
+                               }
+                       }
+               }
        }
        else
        {
@@ -1379,6 +1440,8 @@ void R_DrawModels(void)
 
 static void R_View_SetFrustum(void)
 {
+       double slopex, slopey;
+
        // break apart the view matrix into vectors for various purposes
        Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
        VectorNegate(r_view.left, r_view.right);
@@ -1447,10 +1510,12 @@ static void R_View_SetFrustum(void)
 
 
 
-       VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
-       VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
-       VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
-       VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
+       slopex = 1.0 / r_view.frustum_x;
+       slopey = 1.0 / r_view.frustum_y;
+       VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+       VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
+       VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
+       VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
        VectorCopy(r_view.forward, r_view.frustum[4].normal);
        VectorNormalize(r_view.frustum[0].normal);
        VectorNormalize(r_view.frustum[1].normal);
@@ -1467,6 +1532,12 @@ static void R_View_SetFrustum(void)
        PlaneClassify(&r_view.frustum[3]);
        PlaneClassify(&r_view.frustum[4]);
 
+       // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
        // LordHavoc: note to all quake engine coders, Quake had a special case
        // for 90 degrees which assumed a square view (wrong), so I removed it,
        // Quake2 has it disabled as well.
@@ -1745,9 +1816,9 @@ void R_Bloom_CopyScreenTexture(float colorscale)
        r_refdef.stats.bloom++;
 
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f);
-       R_Mesh_ColorPointer(NULL);
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
 
        // copy view into the screen texture
@@ -1762,7 +1833,7 @@ void R_Bloom_CopyScreenTexture(float colorscale)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // TODO: optimize with multitexture or GLSL
-       R_Mesh_Draw(0, 4, 2, polygonelements);
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
        // we now have a bloom image in the framebuffer
@@ -1791,8 +1862,8 @@ void R_Bloom_MakeTexture(void)
        r_refdef.stats.bloom++;
 
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
 
        // we have a bloom image in the framebuffer
        CHECKGLERROR
@@ -1805,8 +1876,8 @@ void R_Bloom_MakeTexture(void)
                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                GL_Color(r, r, r, 1);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                // copy the vertically blurred bloom view to a texture
@@ -1821,7 +1892,7 @@ void R_Bloom_MakeTexture(void)
        if (r_hdr.integer)
                brighten *= r_hdr_range.value;
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
 
        for (dir = 0;dir < 2;dir++)
        {
@@ -1850,7 +1921,7 @@ void R_Bloom_MakeTexture(void)
                        //r = (dir ? 1.0f : brighten)/(range*2+1);
                        r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
@@ -1868,17 +1939,17 @@ void R_Bloom_MakeTexture(void)
        {
                GL_BlendFunc(GL_ONE, GL_ZERO);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                GL_Color(1, 1, 1, 1);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
                qglBlendEquationEXT(GL_FUNC_ADD_EXT);
 
@@ -1934,13 +2005,13 @@ static void R_BlendView(void)
                // the bloom texture was made earlier this render, so we just need to
                // blend it onto the screen...
                R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ONE);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
        }
        else if (r_bloomstate.enabled)
@@ -1953,40 +2024,40 @@ static void R_BlendView(void)
                // put the original screen image back in place and blend the bloom
                // texture on it
                R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                // do both in one pass if possible
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
                        R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
                        R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
-                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
+                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
                else
                {
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
                        // now blend on the bloom texture
                        GL_BlendFunc(GL_ONE, GL_ONE);
                        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
-                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
        }
        if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
        {
                // apply a color tint to the whole view
                R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
 }
 
@@ -2109,6 +2180,8 @@ void R_RenderView(void)
 extern void R_DrawLightningBeams (void);
 extern void VM_CL_AddPolygonsToMeshQueue (void);
 extern void R_DrawPortals (void);
+extern cvar_t cl_locs_show;
+static void R_DrawLocs(void);
 void R_RenderScene(void)
 {
        // don't let sound skip if going slow
@@ -2199,6 +2272,13 @@ void R_RenderScene(void)
        }
        VM_CL_AddPolygonsToMeshQueue();
 
+       if (cl_locs_show.integer)
+       {
+               R_DrawLocs();
+               if (r_timereport_active)
+                       R_TimeReport("showlocs");
+       }
+
        if (r_drawportals.integer)
        {
                R_DrawPortals();
@@ -2263,10 +2343,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
                        c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
                }
        }
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(color);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(color, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(8, 12);
+       R_Mesh_Draw(8, 12, 0, 0);
 }
 */
 
@@ -2327,13 +2407,13 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_DepthMask(true);
        }
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-       R_Mesh_VertexPointer(nomodelvertex3f);
+       GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
        if (r_refdef.fogenabled)
        {
                vec3_t org;
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               R_Mesh_ColorPointer(color4f);
+               R_Mesh_ColorPointer(color4f, 0, 0);
                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
                f1 = 1 - f2;
@@ -2348,14 +2428,14 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        else if (ent->alpha != 1)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               R_Mesh_ColorPointer(color4f);
+               R_Mesh_ColorPointer(color4f, 0, 0);
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                        c[3] *= ent->alpha;
        }
        else
-               R_Mesh_ColorPointer(nomodelcolor4f);
+               R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(0, 6, 8, nomodelelements);
+       R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
 }
 
 void R_DrawNoModel(entity_render_t *ent)
@@ -2427,21 +2507,21 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
        vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
 
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        R_Mesh_TexBind(0, R_GetTexture(texture));
-       R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
+       R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
        // FIXME: fixed function path can't properly handle r_view.colorscale > 1
        GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
-       R_Mesh_Draw(0, 4, 2, polygonelements);
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
 
        if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
        {
                R_Mesh_TexBind(0, R_GetTexture(fogtexture));
                GL_BlendFunc(blendfunc1, GL_ONE);
                GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
 }
 
@@ -2546,11 +2626,11 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
 static void R_DrawCollisionBrush(const colbrushf_t *brush)
 {
        int i;
-       R_Mesh_VertexPointer(brush->points->v);
+       R_Mesh_VertexPointer(brush->points->v, 0, 0);
        i = (int)(((size_t)brush) / sizeof(colbrushf_t));
        GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
        GL_LockArrays(0, brush->numpoints);
-       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
        GL_LockArrays(0, 0);
 }
 
@@ -2559,11 +2639,11 @@ static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t
        int i;
        if (!surface->num_collisiontriangles)
                return;
-       R_Mesh_VertexPointer(surface->data_collisionvertex3f);
+       R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
        i = (int)(((size_t)surface) / sizeof(msurface_t));
        GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
        GL_LockArrays(0, surface->num_collisionvertices);
-       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
        GL_LockArrays(0, 0);
 }
 
@@ -2630,8 +2710,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
-       if (ent->flags & RENDER_NOCULLFACE)
-               t->currentmaterialflags |= MATERIALFLAG_NOSHADOW;
+       if (ent->effects & EF_DOUBLESIDED)
+               t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
        if (ent->effects & EF_NODEPTHTEST)
                t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
        if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
@@ -2647,6 +2727,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
        t->backgroundglosstexture = r_texture_white;
        t->specularpower = r_shadow_glossexponent.value;
+       // TODO: store reference values for these in the texture?
        t->specularscale = 0;
        if (r_shadow_gloss.integer > 0)
        {
@@ -2828,17 +2909,36 @@ void RSurf_CleanUp(void)
        rsurface_texture = NULL;
 }
 
-void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
+void RSurf_ActiveWorldEntity(void)
+{
+       RSurf_CleanUp();
+       rsurface_entity = r_refdef.worldentity;
+       rsurface_model = r_refdef.worldmodel;
+       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+       R_Mesh_Matrix(&identitymatrix);
+       VectorCopy(r_view.origin, rsurface_modelorg);
+       rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
+       rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+       rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+       rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
+       rsurface_generatedvertex = false;
+       rsurface_vertex3f  = rsurface_modelvertex3f;
+       rsurface_svector3f = rsurface_modelsvector3f;
+       rsurface_tvector3f = rsurface_modeltvector3f;
+       rsurface_normal3f  = rsurface_modelnormal3f;
+}
+
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
        RSurf_CleanUp();
-       Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
        rsurface_entity = ent;
        rsurface_model = ent->model;
        if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
        R_Mesh_Matrix(&ent->matrix);
        Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
-       if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
+       if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
        {
                if (wanttangents)
                {
@@ -2956,7 +3056,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                rsurface_tvector3f = rsurface_modeltvector3f;
                rsurface_normal3f = rsurface_modelnormal3f;
        }
-       R_Mesh_VertexPointer(rsurface_vertex3f);
+       R_Mesh_VertexPointer(rsurface_vertex3f, 0, 0);
 }
 
 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
@@ -2972,7 +3072,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
        if (texturenumsurfaces == 1)
        {
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
        }
        else if (r_batchmode.integer == 2)
        {
@@ -2985,7 +3085,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        j = i + 1;
                        if (surface->num_triangles > MAXBATCHTRIANGLES)
                        {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
                                continue;
                        }
                        memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
@@ -3004,7 +3104,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        }
                        surface2 = texturesurfacelist[j-1];
                        numvertices = endvertex - firstvertex;
-                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
+                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
                }
        }
        else if (r_batchmode.integer == 1)
@@ -3019,7 +3119,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
                        GL_LockArrays(surface->num_firstvertex, numvertices);
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
                }
        }
        else
@@ -3028,7 +3128,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                {
                        surface = texturesurfacelist[i];
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
                }
        }
 }
@@ -3050,7 +3150,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                if (deluxemaptexunit >= 0)
                        R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
        }
        else if (r_batchmode.integer == 2)
        {
@@ -3066,7 +3166,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        j = i + 1;
                        if (surface->num_triangles > MAXBATCHTRIANGLES)
                        {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
                                continue;
                        }
                        memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
@@ -3085,11 +3185,24 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        }
                        surface2 = texturesurfacelist[j-1];
                        numvertices = endvertex - firstvertex;
-                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
+                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
                }
        }
        else if (r_batchmode.integer == 1)
        {
+#if 0
+               Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
+               for (i = 0;i < texturenumsurfaces;i = j)
+               {
+                       surface = texturesurfacelist[i];
+                       for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+                               if (texturesurfacelist[j] != surface2)
+                                       break;
+                       Con_Printf(" %i", j - i);
+               }
+               Con_Printf("\n");
+               Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
+#endif
                for (i = 0;i < texturenumsurfaces;i = j)
                {
                        surface = texturesurfacelist[i];
@@ -3099,12 +3212,18 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
                                if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
                                        break;
+#if 0
+                       Con_Printf(" %i", j - i);
+#endif
                        surface2 = texturesurfacelist[j-1];
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
                        GL_LockArrays(surface->num_firstvertex, numvertices);
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
                }
+#if 0
+               Con_Printf("\n");
+#endif
        }
        else
        {
@@ -3115,7 +3234,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        if (deluxemaptexunit >= 0)
                                R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
                }
        }
 }
@@ -3133,7 +3252,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                        {
                                float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
                                GL_Color(f, f, f, 1);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), 0, 0);
                        }
                }
        }
@@ -3145,184 +3264,219 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                        int k = (int)(((size_t)surface) / sizeof(msurface_t));
                        GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), 0, 0);
                }
        }
 }
 
-static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
        int i;
        float f;
        float *v, *c, *c2;
-       // TODO: optimize
-       if (lightmode >= 2)
-       {
-               // model lighting
-               vec3_t ambientcolor;
-               vec3_t diffusecolor;
-               vec3_t lightdir;
-               VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
-               ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
-               ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
-               ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
-               diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
-               diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
-               diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       // generate color arrays for the surfaces in this list
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       if (rsurface_lightmapcolor4f)
+       {
+               // generate color arrays for the surfaces in this list
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               int numverts = surface->num_vertices;
-                               v = rsurface_vertex3f + 3 * surface->num_firstvertex;
-                               c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
-                               c = rsurface_array_color4f + 4 * surface->num_firstvertex;
-                               // q3-style directional shading
-                               for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
-                               {
-                                       if ((f = DotProduct(c2, lightdir)) > 0)
-                                               VectorMA(ambientcolor, f, diffusecolor, c);
-                                       else
-                                               VectorCopy(ambientcolor, c);
-                                       c[3] = a;
-                               }
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               c2[0] = c[0] * f;
+                               c2[1] = c[1] * f;
+                               c2[2] = c[2] * f;
+                               c2[3] = c[3];
                        }
-                       r = 1;
-                       g = 1;
-                       b = 1;
-                       a = 1;
-                       applycolor = false;
-                       rsurface_lightmapcolor4f = rsurface_array_color4f;
                }
-               else
+       }
+       else
+       {
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       r = ambientcolor[0];
-                       g = ambientcolor[1];
-                       b = ambientcolor[2];
-                       rsurface_lightmapcolor4f = NULL;
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                       {
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               c2[0] = f;
+                               c2[1] = f;
+                               c2[2] = f;
+                               c2[3] = 1;
+                       }
                }
        }
-       else if (lightmode >= 1 || !rsurface_uselightmaptexture)
+       rsurface_lightmapcolor4f = rsurface_array_color4f;
+}
+
+static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
+{
+       int texturesurfaceindex;
+       int i;
+       float *c, *c2;
+       if (!rsurface_lightmapcolor4f)
+               return;
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
        {
-               if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
+               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+               for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
                {
-                       // generate color arrays for the surfaces in this list
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       c2[0] = c[0] * r;
+                       c2[1] = c[1] * g;
+                       c2[2] = c[2] * b;
+                       c2[3] = c[3] * a;
+               }
+       }
+       rsurface_lightmapcolor4f = rsurface_array_color4f;
+}
+
+static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       // TODO: optimize
+       rsurface_lightmapcolor4f = NULL;
+       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
+       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0);
+       GL_Color(r, g, b, a);
+       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
+}
+
+static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       // TODO: optimize applyfog && applycolor case
+       // just apply fog if necessary, and tint the fog color array if necessary
+       rsurface_lightmapcolor4f = NULL;
+       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
+       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0);
+       GL_Color(r, g, b, a);
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       int texturesurfaceindex;
+       int i;
+       float *c;
+       // TODO: optimize
+       if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
+       {
+               // generate color arrays for the surfaces in this list
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                               if (surface->lightmapinfo->samples)
                                {
-                                       if (surface->lightmapinfo->samples)
+                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+                                       float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+                                       VectorScale(lm, scale, c);
+                                       if (surface->lightmapinfo->styles[1] != 255)
                                        {
-                                               const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
-                                               float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
-                                               VectorScale(lm, scale, c);
-                                               if (surface->lightmapinfo->styles[1] != 255)
+                                               int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+                                               lm += size3;
+                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
+                                               if (surface->lightmapinfo->styles[2] != 255)
                                                {
-                                                       int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
                                                        lm += size3;
-                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
                                                        VectorMA(c, scale, lm, c);
-                                                       if (surface->lightmapinfo->styles[2] != 255)
+                                                       if (surface->lightmapinfo->styles[3] != 255)
                                                        {
                                                                lm += size3;
-                                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+                                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
                                                                VectorMA(c, scale, lm, c);
-                                                               if (surface->lightmapinfo->styles[3] != 255)
-                                                               {
-                                                                       lm += size3;
-                                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
-                                                                       VectorMA(c, scale, lm, c);
-                                                               }
                                                        }
                                                }
                                        }
-                                       else
-                                               VectorClear(c);
-                                       c[3] = 1;
-                               }
-                       }
-                       rsurface_lightmapcolor4f = rsurface_array_color4f;
-               }
-               else
-                       rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
-       }
-       else
-       {
-               // just lightmap it
-               rsurface_lightmapcolor4f = NULL;
-       }
-       if (applyfog)
-       {
-               if (rsurface_lightmapcolor4f)
-               {
-                       // generate color arrays for the surfaces in this list
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
-                               {
-                                       f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
-                                       c2[0] = c[0] * f;
-                                       c2[1] = c[1] * f;
-                                       c2[2] = c[2] * f;
-                                       c2[3] = c[3];
-                               }
-                       }
-               }
-               else
-               {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
-                               {
-                                       f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
-                                       c2[0] = f;
-                                       c2[1] = f;
-                                       c2[2] = f;
-                                       c2[3] = 1;
                                }
+                               else
+                                       VectorClear(c);
+                               c[3] = 1;
                        }
                }
                rsurface_lightmapcolor4f = rsurface_array_color4f;
        }
-       if (applycolor && rsurface_lightmapcolor4f)
+       else
+               rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
+       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
+       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0);
+       GL_Color(r, g, b, a);
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       int texturesurfaceindex;
+       int i;
+       float f;
+       float *v, *c, *c2;
+       vec3_t ambientcolor;
+       vec3_t diffusecolor;
+       vec3_t lightdir;
+       // TODO: optimize
+       // model lighting
+       VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
+       ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
+       ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
+       ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
+       diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
+       diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
+       diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
+       if (VectorLength2(diffusecolor) > 0)
        {
+               // generate color arrays for the surfaces in this list
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+                       int numverts = surface->num_vertices;
+                       v = rsurface_vertex3f + 3 * surface->num_firstvertex;
+                       c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
+                       c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+                       // q3-style directional shading
+                       for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
                        {
-                               c2[0] = c[0] * r;
-                               c2[1] = c[1] * g;
-                               c2[2] = c[2] * b;
-                               c2[3] = c[3] * a;
+                               if ((f = DotProduct(c2, lightdir)) > 0)
+                                       VectorMA(ambientcolor, f, diffusecolor, c);
+                               else
+                                       VectorCopy(ambientcolor, c);
+                               c[3] = a;
                        }
                }
+               r = 1;
+               g = 1;
+               b = 1;
+               a = 1;
+               applycolor = false;
                rsurface_lightmapcolor4f = rsurface_array_color4f;
        }
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
-       GL_Color(r, g, b, a);
-       if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-               RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
        else
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       {
+               r = ambientcolor[0];
+               g = ambientcolor[1];
+               b = ambientcolor[2];
+               rsurface_lightmapcolor4f = NULL;
+       }
+       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
+       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, 0, 0);
+       GL_Color(r, g, b, a);
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        if (rsurface_mode != RSURFMODE_SHOWSURFACES)
        {
                rsurface_mode = RSURFMODE_SHOWSURFACES;
                GL_DepthMask(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
        }
        RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
@@ -3350,7 +3504,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
                R_Mesh_Matrix(&rsurface_entity->matrix);
        }
        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        GL_DepthMask(true);
        // LordHavoc: HalfLife maps have freaky skypolys so don't use
        // skymasking on them, and Quake3 never did sky masking (unlike
@@ -3361,7 +3515,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
        if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
        {
                GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
@@ -3391,40 +3545,40 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                R_Mesh_ResetTextureState();
        }
 
-       R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2);
-       //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, false);
-       //if (r_glsl_deluxemapping.integer)
-       //      permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, true);
+       R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
        if (!r_glsl_permutation)
                return;
 
-       RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
-       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-       R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
+       if (rsurface_lightmode == 2)
+               RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
+       else
+               RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, 0, 0);
+       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, 0, 0);
+       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, 0, 0);
+       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, 0, 0);
+       R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, 0, 0);
 
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else if (rsurface_uselightmaptexture)
        {
                R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-               R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
+               R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, 0, 0);
        }
 
        if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
@@ -3481,7 +3635,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                }
                layercolor[3] = layer->color[3];
                applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
                switch (layer->type)
                {
@@ -3494,7 +3648,12 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.texrgbscale[1] = layertexrgbscale;
                        m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
                        R_Mesh_TextureState(&m);
-                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], rsurface_lightmode, applycolor, applyfog);
+                       if (rsurface_lightmode == 2)
+                               RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+                       else if (rsurface_uselightmaptexture)
+                               RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+                       else
+                               RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        break;
                case TEXTURELAYERTYPE_TEXTURE:
                        memset(&m, 0, sizeof(m));
@@ -3503,7 +3662,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.texrgbscale[0] = layertexrgbscale;
                        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                        R_Mesh_TextureState(&m);
-                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                       RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        break;
                case TEXTURELAYERTYPE_FOG:
                        memset(&m, 0, sizeof(m));
@@ -3516,7 +3675,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        }
                        R_Mesh_TextureState(&m);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
                                int i;
@@ -3571,7 +3730,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                }
                GL_DepthMask(layer->depthmask);
                GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
                switch (layer->type)
                {
@@ -3584,7 +3743,12 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.tex[0] = R_GetTexture(r_texture_white);
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
                                R_Mesh_TextureState(&m);
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, rsurface_lightmode, false, false);
+                               if (rsurface_lightmode == 2)
+                                       RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+                               else if (rsurface_uselightmaptexture)
+                                       RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+                               else
+                                       RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                                GL_LockArrays(0, 0);
                                // then apply the texture to it
                                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
@@ -3593,7 +3757,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
+                               RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
                        }
                        else
                        {
@@ -3603,7 +3767,10 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], rsurface_lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                               if (rsurface_lightmode == 2)
+                                       RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                               else
+                                       RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        }
                        break;
                case TEXTURELAYERTYPE_TEXTURE:
@@ -3613,11 +3780,11 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                        m.texmatrix[0] = layer->texmatrix;
                        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                        R_Mesh_TextureState(&m);
-                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                       RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        break;
                case TEXTURELAYERTYPE_FOG:
                        // singletexture fogging
-                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
                        if (layer->texture)
                        {
                                memset(&m, 0, sizeof(m));
@@ -3672,7 +3839,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        else if (rsurface_texture->currentnumlayers)
        {
                GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-               GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
                GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
                GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
                GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
@@ -3692,94 +3859,287 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
 
 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       int surfacelistindex;
-       int batchcount;
-       texture_t *t;
+       int i, j;
+       int texturenumsurfaces, endsurface;
+       texture_t *texture;
+       msurface_t *surface;
        msurface_t *texturesurfacelist[1024];
 
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
        // to a model, knowing that they are meaningless otherwise
-       if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
-               RSurf_ActiveEntity(ent, false, false);
+       if (ent == r_refdef.worldentity)
+               RSurf_ActiveWorldEntity();
+       else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+               RSurf_ActiveModelEntity(ent, false, false);
        else
-               RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+               RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
 
-       batchcount = 0;
-       t = NULL;
-       rsurface_uselightmaptexture = false;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       for (i = 0;i < numsurfaces;i = j)
        {
-               msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
-
-               if (t != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
+               j = i + 1;
+               surface = rsurface_model->data_surfaces + surfacelist[i];
+               texture = surface->texture;
+               R_UpdateTextureInfo(ent, texture);
+               rsurface_texture = texture->currentframe;
+               rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
+               // scan ahead until we find a different texture
+               endsurface = min(i + 1024, numsurfaces);
+               texturenumsurfaces = 0;
+               texturesurfacelist[texturenumsurfaces++] = surface;
+               for (;j < endsurface;j++)
                {
-                       if (batchcount > 0)
-                               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
-                                       R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
-                       batchcount = 0;
-                       t = surface->texture;
-                       rsurface_uselightmaptexture = (surface->lightmaptexture != NULL);
-                       R_UpdateTextureInfo(ent, t);
-                       rsurface_texture = t->currentframe;
+                       surface = rsurface_model->data_surfaces + surfacelist[j];
+                       if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
+                               break;
+                       texturesurfacelist[texturenumsurfaces++] = surface;
                }
-
-               texturesurfacelist[batchcount++] = surface;
+               // render the range of surfaces
+               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
-       if (batchcount > 0)
-               R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
 
        RSurf_CleanUp();
 }
 
-void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
 {
-       int texturesurfaceindex;
+       int i, j;
        vec3_t tempcenter, center;
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+       texture_t *texture;
+       // break the surface list down into batches by texture and use of lightmapping
+       for (i = 0;i < numsurfaces;i = j)
        {
-               // drawing sky transparently would be too difficult
-               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
+               j = i + 1;
+               // texture is the base texture pointer, rsurface_texture is the
+               // current frame/skin the texture is directing us to use (for example
+               // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
+               // use skin 1 instead)
+               texture = surfacelist[i]->texture;
+               rsurface_texture = texture->currentframe;
+               rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+               if (!(rsurface_texture->currentmaterialflags & flagsmask))
                {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       // if this texture is not the kind we want, skip ahead to the next one
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
+                               ;
+                       continue;
+               }
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+               {
+                       // transparent surfaces get pushed off into the transparent queue
+                       const msurface_t *surface = surfacelist[i];
+                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                       Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+                       R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+               }
+               else
+               {
+                       // simply scan ahead until we find a different texture or lightmap state
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+                               ;
+                       // render the range of surfaces
+                       R_DrawTextureSurfaceList(j - i, surfacelist + i);
+               }
+       }
+}
+
+float locboxvertex3f[6*4*3] =
+{
+       1,0,1, 1,0,0, 1,1,0, 1,1,1,
+       0,1,1, 0,1,0, 0,0,0, 0,0,1,
+       1,1,1, 1,1,0, 0,1,0, 0,1,1,
+       0,0,1, 0,0,0, 1,0,0, 1,0,1,
+       0,0,1, 1,0,1, 1,1,1, 0,1,1,
+       1,0,0, 0,0,0, 0,1,0, 1,1,0
+};
+
+int locboxelement3i[6*2*3] =
+{
+        0, 1, 2, 0, 2, 3,
+        4, 5, 6, 4, 6, 7,
+        8, 9,10, 8,10,11,
+       12,13,14, 12,14,15,
+       16,17,18, 16,18,19,
+       20,21,22, 20,22,23
+};
+
+void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+       int i, j;
+       cl_locnode_t *loc = (cl_locnode_t *)ent;
+       vec3_t mins, size;
+       float vertex3f[6*4*3];
+       CHECKGLERROR
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       GL_CullFace(GL_NONE);
+       R_Mesh_Matrix(&identitymatrix);
+
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_ResetTextureState();
+
+       i = surfacelist[0];
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
+                       surfacelist[0] < 0 ? 0.5f : 0.125f);
+
+       if (VectorCompare(loc->mins, loc->maxs))
+       {
+               VectorSet(size, 2, 2, 2);
+               VectorMA(loc->mins, -0.5f, size, mins);
+       }
+       else
+       {
+               VectorCopy(loc->mins, mins);
+               VectorSubtract(loc->maxs, loc->mins, size);
+       }
+
+       for (i = 0;i < 6*4*3;)
+               for (j = 0;j < 3;j++, i++)
+                       vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
+
+       R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
+}
+
+void R_DrawLocs(void)
+{
+       int index;
+       cl_locnode_t *loc, *nearestloc;
+       vec3_t center;
+       nearestloc = CL_Locs_FindNearest(cl.movement_origin);
+       for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
+       {
+               VectorLerp(loc->mins, 0.5f, loc->maxs, center);
+               R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
+       }
+}
+
+void R_DrawCollisionBrushes(entity_render_t *ent)
+{
+       int i;
+       q3mbrush_t *brush;
+       msurface_t *surface;
+       model_t *model = ent->model;
+       if (!model->brush.num_brushes)
+               return;
+       CHECKGLERROR
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_ResetTextureState();
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(!r_showdisabledepthtest.integer);
+       qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
+       for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+               if (brush->colbrushf && brush->colbrushf->numtriangles)
+                       R_DrawCollisionBrush(brush->colbrushf);
+       for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+               if (surface->num_collisiontriangles)
+                       R_DrawCollisionSurface(ent, surface);
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+}
+
+void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
+{
+       int i, j, k, l;
+       const int *elements;
+       msurface_t *surface;
+       model_t *model = ent->model;
+       vec3_t v;
+       CHECKGLERROR
+       GL_DepthTest(!r_showdisabledepthtest.integer);
+       GL_DepthMask(true);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_ResetTextureState();
+       for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+       {
+               if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
+                       continue;
+               rsurface_texture = surface->texture->currentframe;
+               if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+               {
+                       RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+                       if (drawtris)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                               Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
-                               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+                               if (!rsurface_texture->currentlayers->depthmask)
+                                       GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
+                               else if (ent == r_refdef.worldentity)
+                                       GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
+                               else
+                                       GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
+                               elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+                               CHECKGLERROR
+                               qglBegin(GL_LINES);
+                               for (k = 0;k < surface->num_triangles;k++, elements += 3)
+                               {
+                                       qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+                                       qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+                                       qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+                               }
+                               qglEnd();
+                               CHECKGLERROR
+                       }
+                       if (drawnormals)
+                       {
+                               GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
+                               qglBegin(GL_LINES);
+                               for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               qglEnd();
+                               CHECKGLERROR
+                               GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
+                               qglBegin(GL_LINES);
+                               for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               qglEnd();
+                               CHECKGLERROR
+                               GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
+                               qglBegin(GL_LINES);
+                               for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               qglEnd();
+                               CHECKGLERROR
                        }
                }
        }
-       else
-               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
+       rsurface_texture = NULL;
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
+void R_DrawWorldSurfaces(qboolean skysurfaces)
 {
-       int i, j, k, l, endj, f, flagsmask;
+       int i, j, endj, f, flagsmask;
        int counttriangles = 0;
-       msurface_t *surface, *endsurface, **surfacechain;
+       msurface_t *surface, **surfacechain;
        texture_t *t;
-       q3mbrush_t *brush;
-       model_t *model = ent->model;
-       const int *elements;
+       model_t *model = r_refdef.worldmodel;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
        msurface_t *surfacelist[1024];
-       vec3_t v;
        if (model == NULL)
                return;
 
-       // if the model is static it doesn't matter what value we give for
-       // wantnormals and wanttangents, so this logic uses only rules applicable
-       // to a model, knowing that they are meaningless otherwise
-       if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
-               RSurf_ActiveEntity(ent, false, false);
-       else
-               RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+       RSurf_ActiveWorldEntity();
 
        // update light styles
        if (!skysurfaces && model->brushq1.light_styleupdatechains)
@@ -3796,192 +4156,127 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                }
        }
 
-       R_UpdateAllTextureInfo(ent);
+       R_UpdateAllTextureInfo(r_refdef.worldentity);
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
        rsurface_uselightmaptexture = false;
        rsurface_texture = NULL;
        numsurfacelist = 0;
-       if (ent == r_refdef.worldentity)
-       {
-               j = model->firstmodelsurface;
-               endj = j + model->nummodelsurfaces;
-               while (j < endj)
-               {
-                       // quickly skip over non-visible surfaces
-                       for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
-                               ;
-                       // quickly iterate over visible surfaces
-                       for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
-                       {
-                               // process this surface
-                               surface = model->data_surfaces + j;
-                               // if texture or lightmap has changed, start a new batch
-                               if (t != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
-                               {
-                                       if (numsurfacelist)
-                                       {
-                                               R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
-                                               numsurfacelist = 0;
-                                       }
-                                       t = surface->texture;
-                                       rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
-                                       rsurface_texture = t->currentframe;
-                                       f = rsurface_texture->currentmaterialflags & flagsmask;
-                               }
-                               // if this surface fits the criteria, add it to the list
-                               if (f && surface->num_triangles)
-                               {
-                                       // if lightmap parameters changed, rebuild lightmap texture
-                                       if (surface->cached_dlight)
-                                               R_BuildLightMap(ent, surface);
-                                       // add face to draw list
-                                       surfacelist[numsurfacelist++] = surface;
-                                       counttriangles += surface->num_triangles;
-                                       if (numsurfacelist >= maxsurfacelist)
-                                       {
-                                               R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
-                                               numsurfacelist = 0;
-                                       }
-                               }
-                       }
-               }
-       }
-       else
+       j = model->firstmodelsurface;
+       endj = j + model->nummodelsurfaces;
+       while (j < endj)
        {
-               surface = model->data_surfaces + model->firstmodelsurface;
-               endsurface = surface + model->nummodelsurfaces;
-               for (;surface < endsurface;surface++)
+               // quickly skip over non-visible surfaces
+               for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
+                       ;
+               // quickly iterate over visible surfaces
+               for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
                {
-                       // if texture or lightmap has changed, start a new batch
-                       if (t != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
-                       {
-                               if (numsurfacelist)
-                               {
-                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               rsurface_uselightmaptexture = (surface->lightmaptexture != NULL);
-                               rsurface_texture = t->currentframe;
-                               f = rsurface_texture->currentmaterialflags & flagsmask;
-                       }
+                       // process this surface
+                       surface = model->data_surfaces + j;
                        // if this surface fits the criteria, add it to the list
-                       if (f && surface->num_triangles)
+                       if (surface->num_triangles)
                        {
                                // if lightmap parameters changed, rebuild lightmap texture
                                if (surface->cached_dlight)
-                                       R_BuildLightMap(ent, surface);
+                                       R_BuildLightMap(r_refdef.worldentity, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+                                       R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
        r_refdef.stats.entities_triangles += counttriangles;
        RSurf_CleanUp();
 
-       if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
+       if (r_showcollisionbrushes.integer && !skysurfaces)
+               R_DrawCollisionBrushes(r_refdef.worldentity);
+
+       if (r_showtris.integer || r_shownormals.integer)
+               R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
+}
+
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
+{
+       int i, f, flagsmask;
+       int counttriangles = 0;
+       msurface_t *surface, *endsurface, **surfacechain;
+       texture_t *t;
+       model_t *model = ent->model;
+       const int maxsurfacelist = 1024;
+       int numsurfacelist = 0;
+       msurface_t *surfacelist[1024];
+       if (model == NULL)
+               return;
+
+       // if the model is static it doesn't matter what value we give for
+       // wantnormals and wanttangents, so this logic uses only rules applicable
+       // to a model, knowing that they are meaningless otherwise
+       if (ent == r_refdef.worldentity)
+               RSurf_ActiveWorldEntity();
+       else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+               RSurf_ActiveModelEntity(ent, false, false);
+       else
+               RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+
+       // update light styles
+       if (!skysurfaces && model->brushq1.light_styleupdatechains)
        {
-               CHECKGLERROR
-               R_Mesh_Matrix(&ent->matrix);
-               R_Mesh_ColorPointer(NULL);
-               R_Mesh_ResetTextureState();
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(!r_showdisabledepthtest.integer);
-               qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
-               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-                       if (brush->colbrushf && brush->colbrushf->numtriangles)
-                               R_DrawCollisionBrush(brush->colbrushf);
-               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
-                       if (surface->num_collisiontriangles)
-                               R_DrawCollisionSurface(ent, surface);
-               qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+               for (i = 0;i < model->brushq1.light_styles;i++)
+               {
+                       if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
+                       {
+                               model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
+                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+                                       for (;(surface = *surfacechain);surfacechain++)
+                                               surface->cached_dlight = true;
+                       }
+               }
        }
 
-       if (r_showtris.integer || r_shownormals.integer)
+       R_UpdateAllTextureInfo(ent);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       f = 0;
+       t = NULL;
+       rsurface_uselightmaptexture = false;
+       rsurface_texture = NULL;
+       numsurfacelist = 0;
+       surface = model->data_surfaces + model->firstmodelsurface;
+       endsurface = surface + model->nummodelsurfaces;
+       for (;surface < endsurface;surface++)
        {
-               CHECKGLERROR
-               GL_DepthTest(!r_showdisabledepthtest.integer);
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_ColorPointer(NULL);
-               R_Mesh_ResetTextureState();
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               // if this surface fits the criteria, add it to the list
+               if (surface->num_triangles)
                {
-                       if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
-                               continue;
-                       rsurface_texture = surface->texture->currentframe;
-                       if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       // if lightmap parameters changed, rebuild lightmap texture
+                       if (surface->cached_dlight)
+                               R_BuildLightMap(ent, surface);
+                       // add face to draw list
+                       surfacelist[numsurfacelist++] = surface;
+                       counttriangles += surface->num_triangles;
+                       if (numsurfacelist >= maxsurfacelist)
                        {
-                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
-                               if (r_showtris.integer)
-                               {
-                                       if (!rsurface_texture->currentlayers->depthmask)
-                                               GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
-                                       else if (ent == r_refdef.worldentity)
-                                               GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
-                                       else
-                                               GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
-                                       elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
-                                       CHECKGLERROR
-                                       qglBegin(GL_LINES);
-                                       for (k = 0;k < surface->num_triangles;k++, elements += 3)
-                                       {
-                                               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
-                                               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
-                                               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
-                                       }
-                                       qglEnd();
-                                       CHECKGLERROR
-                               }
-                               if (r_shownormals.integer)
-                               {
-                                       GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
-                                       {
-                                               VectorCopy(rsurface_vertex3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, 8, rsurface_svector3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                       }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
-                                       {
-                                               VectorCopy(rsurface_vertex3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                       }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
-                                       {
-                                               VectorCopy(rsurface_vertex3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, 8, rsurface_normal3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                       }
-                                       qglEnd();
-                                       CHECKGLERROR
-                               }
+                               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+                               numsurfacelist = 0;
                        }
                }
-               rsurface_texture = NULL;
        }
+       if (numsurfacelist)
+               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+       r_refdef.stats.entities_triangles += counttriangles;
+       RSurf_CleanUp();
+
+       if (r_showcollisionbrushes.integer && !skysurfaces)
+               R_DrawCollisionBrushes(ent);
+
+       if (r_showtris.integer || r_shownormals.integer)
+               R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
 }