]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Move rt* states and the ambient value into r_refdef_scene. Menu now uses fullbright...
[xonotic/darkplaces.git] / gl_rmain.c
index ad083b2dfa24c3b1e83274d098a809826d6e1947..1f59f2cb4fb7548d6bd055c237bc9390f95d4593 100644 (file)
@@ -76,11 +76,16 @@ cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the re
 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 = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+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_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_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
+cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
+cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
+cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
 
 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
@@ -120,14 +125,9 @@ cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rot
 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
 
-extern qboolean v_flipped_state;
+extern cvar_t v_glslgamma;
 
-typedef struct r_glsl_bloomshader_s
-{
-       int program;
-       int loc_Texture_Bloom;
-}
-r_glsl_bloomshader_t;
+extern qboolean v_flipped_state;
 
 static struct r_bloomstate_s
 {
@@ -142,8 +142,6 @@ static struct r_bloomstate_s
        int bloomtexturewidth, bloomtextureheight;
        rtexture_t *texture_bloom;
 
-       r_glsl_bloomshader_t *shader;
-
        // arrays for rendering the screen passes
        float screentexcoord2f[8];
        float bloomtexcoord2f[8];
@@ -151,36 +149,7 @@ static struct r_bloomstate_s
 }
 r_bloomstate;
 
-typedef struct r_waterstate_waterplane_s
-{
-       rtexture_t *texture_refraction;
-       rtexture_t *texture_reflection;
-       mplane_t plane;
-       int materialflags; // combined flags of all water surfaces on this plane
-       unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
-       qboolean pvsvalid;
-}
-r_waterstate_waterplane_t;
-
-#define MAX_WATERPLANES 16
-
-static struct r_waterstate_s
-{
-       qboolean enabled;
-
-       qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
-
-       int waterwidth, waterheight;
-       int texturewidth, textureheight;
-
-       int maxwaterplanes; // same as MAX_WATERPLANES
-       int numwaterplanes;
-       r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
-
-       float screenscale[2];
-       float screencenter[2];
-}
-r_waterstate;
+r_waterstate_t r_waterstate;
 
 // shadow volume bsp struct with automatically growing nodes buffer
 svbsp_t r_svbsp;
@@ -193,6 +162,8 @@ rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
 rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_fogattenuation;
+rtexture_t *r_texture_gammaramps;
+unsigned int r_texture_gammaramps_serial;
 //rtexture_t *r_texture_fogintensity;
 
 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
@@ -476,8 +447,66 @@ static const char *builtinshaderstring =
 "# endif\n"
 "\n"
 "#else\n"
-"#ifdef MODE_GENERIC\n"
 "\n"
+"#ifdef MODE_POSTPROCESS\n"
+"# ifdef VERTEX_SHADER\n"
+"void main(void)\n"
+"{\n"
+"      gl_FrontColor = gl_Color;\n"
+"      gl_Position = ftransform();\n"
+"      gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
+"#ifdef USEGLOW\n"
+"      gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
+"#endif\n"
+"}\n"
+"# endif\n"
+"# ifdef FRAGMENT_SHADER\n"
+"\n"
+"uniform sampler2D Texture_First;\n"
+"#ifdef USEGLOW\n"
+"uniform sampler2D Texture_Second;\n"
+"#endif\n"
+"#ifdef USEGAMMARAMPS\n"
+"uniform sampler2D Texture_GammaRamps;\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"uniform vec4 TintColor;\n"
+"#endif\n"
+"#ifdef USECOLORMOD\n"
+"uniform vec3 Gamma;\n"
+"#endif\n"
+"//uncomment these if you want to use them:\n"
+"// uniform vec4 UserVec1;\n"
+"// uniform vec4 UserVec2;\n"
+"// uniform vec4 UserVec3;\n"
+"// uniform vec4 UserVec4;\n"
+"// uniform float ClientTime;\n"
+"// uniform vec2 PixelSize;\n"
+"void main(void)\n"
+"{\n"
+"      gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
+"#ifdef USEGLOW\n"
+"      gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
+"#endif\n"
+"#ifdef USEVERTEXTEXTUREBLEND\n"
+"      gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
+"#endif\n"
+"\n"
+"#ifdef USEPOSTPROCESSING\n"
+"// add your own postprocessing here or make your own ifdef for it\n"
+"#endif\n"
+"\n"
+"#ifdef USEGAMMARAMPS\n"
+"      gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
+"      gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
+"      gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
+"#endif\n"
+"}\n"
+"# endif\n"
+"\n"
+"\n"
+"#else\n"
+"#ifdef MODE_GENERIC\n"
 "# ifdef VERTEX_SHADER\n"
 "void main(void)\n"
 "{\n"
@@ -527,38 +556,35 @@ static const char *builtinshaderstring =
 "varying vec2 TexCoord;\n"
 "varying vec2 TexCoordLightmap;\n"
 "\n"
-"//#ifdef MODE_LIGHTSOURCE\n"
+"#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 CubeVector;\n"
-"//#endif\n"
+"#endif\n"
 "\n"
-"//#ifdef MODE_LIGHTSOURCE\n"
+"#ifdef MODE_LIGHTSOURCE\n"
 "varying vec3 LightVector;\n"
-"//#else\n"
-"//# ifdef MODE_LIGHTDIRECTION\n"
-"//varying vec3 LightVector;\n"
-"//# endif\n"
-"//#endif\n"
+"#endif\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"varying vec3 LightVector;\n"
+"#endif\n"
 "\n"
 "varying vec3 EyeVector;\n"
-"//#ifdef USEFOG\n"
+"#ifdef USEFOG\n"
 "varying vec3 EyeVectorModelSpace;\n"
-"//#endif\n"
+"#endif\n"
 "\n"
 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
 "\n"
-"//#ifdef MODE_WATER\n"
+"#ifdef MODE_WATER\n"
 "varying vec4 ModelViewProjectionPosition;\n"
-"//#else\n"
-"//# ifdef MODE_REFRACTION\n"
-"//varying vec4 ModelViewProjectionPosition;\n"
-"//# else\n"
-"//#  ifdef USEREFLECTION\n"
-"//varying vec4 ModelViewProjectionPosition;\n"
-"//#  endif\n"
-"//# endif\n"
-"//#endif\n"
+"#endif\n"
+"#ifdef MODE_REFRACTION\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#endif\n"
+"#ifdef USEREFLECTION\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"#endif\n"
 "\n"
 "\n"
 "\n"
@@ -998,6 +1024,7 @@ static const char *builtinshaderstring =
 "#endif // FRAGMENT_SHADER\n"
 "\n"
 "#endif // !MODE_GENERIC\n"
+"#endif // !MODE_POSTPROCESS\n"
 "#endif // !MODE_DEPTH_OR_SHADOW\n"
 ;
 
@@ -1031,8 +1058,10 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
        SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
        SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_LIMIT = 1<<11, // size of permutations array
-       SHADERPERMUTATION_COUNT = 11 // size of shaderpermutationinfo array
+       SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
+       SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
+       SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
+       SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -1050,12 +1079,15 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEREFLECTION\n", " reflection"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
+       {"#define USEGAMMARAMPS\n", " gammaramps"},
+       {"#define USEPOSTPROCESSING\n", " postprocessing"},
 };
 
 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
 typedef enum shadermode_e
 {
        SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
+       SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
        SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
        SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
        SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
@@ -1074,6 +1106,7 @@ shadermode_t;
 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
 {
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
        {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
@@ -1095,6 +1128,7 @@ typedef struct r_glsl_permutation_s
        // locations of detected uniforms in program object, or -1 if not found
        int loc_Texture_First;
        int loc_Texture_Second;
+       int loc_Texture_GammaRamps;
        int loc_Texture_Normal;
        int loc_Texture_Color;
        int loc_Texture_Gloss;
@@ -1131,6 +1165,7 @@ typedef struct r_glsl_permutation_s
        int loc_SpecularColor;
        int loc_LightDir;
        int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
+       int loc_GammaCoeff; // 1 / gamma
        int loc_DistortScaleRefractReflect;
        int loc_ScreenScaleRefractReflect;
        int loc_ScreenCenterRefractReflect;
@@ -1138,6 +1173,12 @@ typedef struct r_glsl_permutation_s
        int loc_ReflectColor;
        int loc_ReflectFactor;
        int loc_ReflectOffset;
+       int loc_UserVec1;
+       int loc_UserVec2;
+       int loc_UserVec3;
+       int loc_UserVec4;
+       int loc_ClientTime;
+       int loc_PixelSize;
 }
 r_glsl_permutation_t;
 
@@ -1247,6 +1288,7 @@ static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t per
                // have to look them up every time we set them
                p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
                p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
+               p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
                p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
                p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
                p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
@@ -1290,9 +1332,17 @@ static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t per
                p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
                p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
                p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
+               p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
+               p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
+               p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
+               p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
+               p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
+               p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
+               p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
                // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
                if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
+               if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
                if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
                if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
                if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
@@ -1634,7 +1684,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                }
                else
                {
-                       if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
+                       if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
                        if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
                }
@@ -1841,6 +1891,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (basepixels == NULL)
                return NULL;
 
+       if (developer_loading.integer)
+               Con_Printf("loading skin \"%s\"\n", name);
+
        // we've got some pixels to store, so really allocate this new texture now
        if (!skinframe)
                skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
@@ -1961,6 +2014,9 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        if (!skindata)
                return NULL;
 
+       if (developer_loading.integer)
+               Con_Printf("loading 32bit skin \"%s\"\n", name);
+
        if (r_shadow_bumpscale_basetexture.value > 0)
        {
                temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
@@ -2017,6 +2073,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        if (!skindata)
                return NULL;
 
+       if (developer_loading.integer)
+               Con_Printf("loading quake skin \"%s\"\n", name);
+
        if (r_shadow_bumpscale_basetexture.value > 0)
        {
                temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
@@ -2090,6 +2149,7 @@ void gl_main_start(void)
                R_BuildNormalizationCube();
        }
        r_texture_fogattenuation = NULL;
+       r_texture_gammaramps = NULL;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
@@ -2119,6 +2179,7 @@ void gl_main_shutdown(void)
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
+       r_texture_gammaramps = NULL;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
@@ -2200,10 +2261,16 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_fog_exp2);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
+       Cvar_RegisterVariable(&r_glsl_contrastboost);
+       Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
-       Cvar_RegisterVariable(&r_glsl_deluxemapping);
+       Cvar_RegisterVariable(&r_glsl_postprocess);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
+       Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
        Cvar_RegisterVariable(&r_glsl_usegeneric);
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
@@ -2223,7 +2290,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
        Cvar_RegisterVariable(&r_hdr);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
-       Cvar_RegisterVariable(&r_glsl_contrastboost);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
@@ -2697,7 +2763,7 @@ void R_SetupView(qboolean allowwaterclippingplane)
 {
        if (!r_refdef.view.useperspective)
                GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
-       else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+       else if (r_refdef.scene.rtworldshadows || r_refdef.scene.rtdlightshadows)
                GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
        else
                GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
@@ -2773,67 +2839,6 @@ void R_ResetViewRendering3D(void)
        R_SetupGenericShader(true);
 }
 
-/*
-       R_Bloom_SetupShader(
-"// bloom shader\n"
-"// written by Forest 'LordHavoc' Hale\n"
-"\n"
-"// common definitions between vertex shader and fragment shader:\n"
-"\n"
-"#ifdef __GLSL_CG_DATA_TYPES\n"
-"#define myhalf half\n"
-"#define myhalf2 half2\n"
-"#define myhalf3 half3\n"
-"#define myhalf4 half4\n"
-"#else\n"
-"#define myhalf float\n"
-"#define myhalf2 vec2\n"
-"#define myhalf3 vec3\n"
-"#define myhalf4 vec4\n"
-"#endif\n"
-"\n"
-"varying vec2 ScreenTexCoord;\n"
-"varying vec2 BloomTexCoord;\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// vertex shader specific:\n"
-"#ifdef VERTEX_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
-"      BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
-"      // transform vertex to camera space, using ftransform to match non-VS\n"
-"      // rendering\n"
-"      gl_Position = ftransform();\n"
-"}\n"
-"\n"
-"#endif // VERTEX_SHADER\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"// fragment shader specific:\n"
-"#ifdef FRAGMENT_SHADER\n"
-"\n"
-"void main(void)\n"
-"{\n"
-"      int x, y;
-"      myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
-"      for (x = -BLUR_X;x <= BLUR_X;x++)
-"      color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-"      color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-"      color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-"      color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
-
-"      gl_FragColor = vec4(color);\n"
-"}\n"
-"\n"
-"#endif // FRAGMENT_SHADER\n"
-*/
-
 void R_RenderScene(qboolean addwaterplanes);
 
 static void R_Water_StartFrame(void)
@@ -2904,6 +2909,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
        vec3_t vert[3];
        vec3_t normal;
        vec3_t center;
+       mplane_t plane;
        r_waterstate_waterplane_t *p;
        // just use the first triangle with a valid normal for any decisions
        VectorClear(normal);
@@ -2917,6 +2923,21 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
                        break;
        }
 
+       VectorCopy(normal, plane.normal);
+       VectorNormalize(plane.normal);
+       plane.dist = DotProduct(vert[0], plane.normal);
+       PlaneClassify(&plane);
+       if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
+       {
+               // skip backfaces (except if nocullface is set)
+               if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+                       return;
+               VectorNegate(plane.normal, plane.normal);
+               plane.dist *= -1;
+               PlaneClassify(&plane);
+       }
+
+
        // find a matching plane if there is one
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
                if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
@@ -2929,17 +2950,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
        {
                // store the new plane
                r_waterstate.numwaterplanes++;
-               VectorCopy(normal, p->plane.normal);
-               VectorNormalize(p->plane.normal);
-               p->plane.dist = DotProduct(vert[0], p->plane.normal);
-               PlaneClassify(&p->plane);
-               // flip the plane if it does not face the viewer
-               if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
-               {
-                       VectorNegate(p->plane.normal, p->plane.normal);
-                       p->plane.dist *= -1;
-                       PlaneClassify(&p->plane);
-               }
+               p->plane = plane;
                // clear materialflags and pvs
                p->materialflags = 0;
                p->pvsvalid = false;
@@ -3070,6 +3081,8 @@ void R_Bloom_StartFrame(void)
        r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
        r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
        r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
+       r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
+       r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
 
        // calculate desired texture sizes
        if (gl_support_arb_texture_non_power_of_two)
@@ -3087,33 +3100,16 @@ void R_Bloom_StartFrame(void)
                for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
        }
 
-       if (r_hdr.integer)
-       {
-               screentexturewidth = screentextureheight = 0;
-       }
-       else if (r_bloom.integer)
+       if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
        {
+               Cvar_SetValueQuick(&r_hdr, 0);
+               Cvar_SetValueQuick(&r_bloom, 0);
        }
-       else
-       {
+
+       if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
                screentexturewidth = screentextureheight = 0;
+       if (!r_hdr.integer && !r_bloom.integer)
                bloomtexturewidth = bloomtextureheight = 0;
-       }
-
-       if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
-       {
-               // can't use bloom if the parameters are too weird
-               // can't use bloom if the card does not support the texture size
-               if (r_bloomstate.texture_screen)
-                       R_FreeTexture(r_bloomstate.texture_screen);
-               if (r_bloomstate.texture_bloom)
-                       R_FreeTexture(r_bloomstate.texture_bloom);
-               memset(&r_bloomstate, 0, sizeof(r_bloomstate));
-               return;
-       }
-
-       r_bloomstate.enabled = true;
-       r_bloomstate.hdr = r_hdr.integer != 0;
 
        // allocate textures as needed
        if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
@@ -3140,10 +3136,10 @@ void R_Bloom_StartFrame(void)
        // set up a texcoord array for the full resolution screen image
        // (we have to keep this around to copy back during final render)
        r_bloomstate.screentexcoord2f[0] = 0;
-       r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
-       r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
        r_bloomstate.screentexcoord2f[5] = 0;
        r_bloomstate.screentexcoord2f[6] = 0;
        r_bloomstate.screentexcoord2f[7] = 0;
@@ -3152,37 +3148,33 @@ void R_Bloom_StartFrame(void)
        // (which will be additive blended over the screen image)
        r_bloomstate.bloomtexcoord2f[0] = 0;
        r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
-       r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
        r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
-       r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
+       r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
        r_bloomstate.bloomtexcoord2f[5] = 0;
        r_bloomstate.bloomtexcoord2f[6] = 0;
        r_bloomstate.bloomtexcoord2f[7] = 0;
+
+       if (r_hdr.integer || r_bloom.integer)
+       {
+               r_bloomstate.enabled = true;
+               r_bloomstate.hdr = r_hdr.integer != 0;
+       }
 }
 
-void R_Bloom_CopyScreenTexture(float colorscale)
+void R_Bloom_CopyBloomTexture(float colorscale)
 {
        r_refdef.stats.bloom++;
 
-       R_ResetViewRendering2D();
-       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));
-       R_SetupGenericShader(true);
-
-       // copy view into the screen texture
-       GL_ActiveTexture(0);
-       CHECKGLERROR
-       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
-       r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
-
-       // now scale it down to the bloom texture size
+       // scale down screen texture to the bloom texture size
        CHECKGLERROR
        qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // TODO: optimize with multitexture or GLSL
+       R_SetupGenericShader(true);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
        R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
@@ -3358,7 +3350,85 @@ void R_HDR_RenderBloomTexture(void)
 
 static void R_BlendView(void)
 {
-       if (r_bloomstate.enabled && r_bloomstate.hdr)
+       if (r_bloomstate.texture_screen)
+       {
+               // copy view into the screen texture
+               R_ResetViewRendering2D();
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+               GL_ActiveTexture(0);CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+               r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
+       }
+
+       if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
+       {
+               unsigned int permutation =
+                         (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
+                       | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
+                       | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
+                       | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
+
+               if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
+               {
+                       // render simple bloom effect
+                       // copy the screen and shrink it and darken it for the bloom process
+                       R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
+                       // make the bloom texture
+                       R_Bloom_MakeTexture();
+               }
+
+               R_ResetViewRendering2D();
+               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);
+               R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+               R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
+               R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+               if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
+                       R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
+               if (r_glsl_permutation->loc_TintColor >= 0)
+                       qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+               if (r_glsl_permutation->loc_ClientTime >= 0)
+                       qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
+               if (r_glsl_permutation->loc_PixelSize >= 0)
+                       qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+               if (r_glsl_permutation->loc_UserVec1 >= 0)
+               {
+                       float a=0, b=0, c=0, d=0;
+                       sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
+                       qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
+               }
+               if (r_glsl_permutation->loc_UserVec2 >= 0)
+               {
+                       float a=0, b=0, c=0, d=0;
+                       sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
+                       qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
+               }
+               if (r_glsl_permutation->loc_UserVec3 >= 0)
+               {
+                       float a=0, b=0, c=0, d=0;
+                       sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
+                       qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
+               }
+               if (r_glsl_permutation->loc_UserVec4 >= 0)
+               {
+                       float a=0, b=0, c=0, d=0;
+                       sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
+                       qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
+               }
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+               return;
+       }
+
+
+
+       if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
        {
                // render high dynamic range bloom effect
                // the bloom texture was made earlier this render, so we just need to
@@ -3374,11 +3444,11 @@ static void R_BlendView(void)
                R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
        }
-       else if (r_bloomstate.enabled)
+       else if (r_bloomstate.texture_bloom)
        {
                // render simple bloom effect
                // copy the screen and shrink it and darken it for the bloom process
-               R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
+               R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
                // make the bloom texture
                R_Bloom_MakeTexture();
                // put the original screen image back in place and blend the bloom
@@ -3458,6 +3528,8 @@ void R_UpdateVariables(void)
 {
        R_Textures_Frame();
 
+       r_refdef.scene.ambient = r_ambient.value;
+
        r_refdef.farclip = 4096;
        if (r_refdef.scene.worldmodel)
                r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
@@ -3470,17 +3542,17 @@ void R_UpdateVariables(void)
        r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
        r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
 
-       r_refdef.rtworld = r_shadow_realtime_world.integer;
-       r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
-       r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
-       r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
-       r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
+       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
+       r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
+       r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (r_showsurfaces.integer)
        {
-               r_refdef.rtworld = false;
-               r_refdef.rtworldshadows = false;
-               r_refdef.rtdlight = false;
-               r_refdef.rtdlightshadows = false;
+               r_refdef.scene.rtworld = false;
+               r_refdef.scene.rtworldshadows = false;
+               r_refdef.scene.rtdlight = false;
+               r_refdef.scene.rtdlightshadows = false;
                r_refdef.lightmapintensity = 0;
        }
 
@@ -3536,6 +3608,41 @@ void R_UpdateVariables(void)
        }
        else
                r_refdef.fogenabled = false;
+
+       if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
+       {
+               if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
+               {
+                       // build GLSL gamma texture
+#define RAMPWIDTH 256
+                       unsigned short ramp[RAMPWIDTH * 3];
+                       unsigned char ramprgb[RAMPWIDTH][4];
+                       int i;
+
+                       r_texture_gammaramps_serial = vid_gammatables_serial;
+
+                       VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
+                       for(i = 0; i < RAMPWIDTH; ++i)
+                       {
+                               ramprgb[i][0] = ramp[i] >> 8;
+                               ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
+                               ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
+                               ramprgb[i][3] = 0;
+                       }
+                       if (r_texture_gammaramps)
+                       {
+                               R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
+                       }
+                       else
+                       {
+                               r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+                       }
+               }
+       }
+       else
+       {
+               // remove GLSL gamma texture
+       }
 }
 
 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
@@ -3606,6 +3713,10 @@ void R_RenderView(void)
                R_ClearScreen(r_refdef.fogenabled);
                if (r_timereport_active)
                        R_TimeReport("viewclear");
+       } else {
+               // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
+               GL_Clear( GL_DEPTH_BUFFER_BIT );
+               R_TimeReport("depthclear");
        }
        r_refdef.view.clear = true;
 
@@ -4276,6 +4387,12 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        float tcmat[12];
        q3shaderinfo_layer_tcmod_t *tcmod;
 
+       if (t->basematerialflags & MATERIALFLAG_NODRAW)
+       {
+               t->currentmaterialflags = MATERIALFLAG_NODRAW;
+               return;
+       }
+
        // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
@@ -4309,7 +4426,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
                {
                        strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
-                       Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
+                       if (developer_loading.integer)
+                               Con_Printf("loading skins/%s\n", r_qwskincache[i]);
                        r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
                }
                t->currentskinframe = r_qwskincache_skinframe[i];
@@ -4333,6 +4451,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
                */
        }
+       if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
+               t->currentalpha *= t->r_water_wateralpha;
        if(!r_waterstate.enabled)
                t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
        if (!(ent->flags & RENDER_LIGHT))
@@ -4366,7 +4486,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
 
        // there is no tcmod
-       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+       if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
                t->currenttexmatrix = r_waterscrollmatrix;
 
        for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
@@ -4376,7 +4496,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                case Q3TCMOD_COUNT:
                case Q3TCMOD_NONE:
-                       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+                       if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
                                matrix = r_waterscrollmatrix;
                        else
                                matrix = identitymatrix;
@@ -4458,105 +4578,98 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->basetexture = r_texture_grey128;
                t->backgroundbasetexture = NULL;
                t->specularscale = 0;
-               t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
-               t->currentmaterialflags |= MATERIALFLAG_WALL;
+               t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
        }
 
        Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
        VectorClear(t->dlightcolor);
        t->currentnumlayers = 0;
-       if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+       if (t->currentmaterialflags & MATERIALFLAG_WALL)
        {
-               if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+               int layerflags = 0;
+               int blendfunc1, blendfunc2, depthmask;
+               if (t->currentmaterialflags & MATERIALFLAG_ADD)
                {
-                       int blendfunc1, blendfunc2, depthmask;
-                       if (t->currentmaterialflags & MATERIALFLAG_ADD)
-                       {
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE;
-                       }
-                       else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
-                       {
-                               blendfunc1 = GL_SRC_ALPHA;
-                               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                       }
-                       else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
-                       {
-                               blendfunc1 = t->customblendfunc[0];
-                               blendfunc2 = t->customblendfunc[1];
-                       }
-                       else
-                       {
-                               blendfunc1 = GL_ONE;
-                               blendfunc2 = GL_ZERO;
-                       }
-                       depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
-                       if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+                       blendfunc1 = GL_SRC_ALPHA;
+                       blendfunc2 = GL_ONE;
+               }
+               else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
+               {
+                       blendfunc1 = GL_SRC_ALPHA;
+                       blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+               }
+               else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+               {
+                       blendfunc1 = t->customblendfunc[0];
+                       blendfunc2 = t->customblendfunc[1];
+               }
+               else
+               {
+                       blendfunc1 = GL_ONE;
+                       blendfunc2 = GL_ZERO;
+               }
+               depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
+               if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
+                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               {
+                       // fullbright is not affected by r_refdef.lightmapintensity
+                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+               }
+               else
+               {
+                       vec3_t ambientcolor;
+                       float colorscale;
+                       // set the color tint used for lights affecting this surface
+                       VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
+                       colorscale = 2;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmap must be
+                       // applied to the color
+                       // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
+                       if (ent->model->type == mod_brushq3)
+                               colorscale *= r_refdef.scene.rtlightstylevalue[0];
+                       colorscale *= r_refdef.lightmapintensity;
+                       VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
+                       VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
+                       // basic lit geometry
+                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
+                       // add pants/shirt if needed
+                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
+                       // now add ambient passes if needed
+                       if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
                        {
-                               int layerflags = 0;
-                               if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
-                                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
-                               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
-                               {
-                                       // fullbright is not affected by r_refdef.lightmapintensity
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                               }
-                               else
-                               {
-                                       vec3_t ambientcolor;
-                                       float colorscale;
-                                       // set the color tint used for lights affecting this surface
-                                       VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
-                                       colorscale = 2;
-                                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                                       // would normally be baked into the lightmap must be
-                                       // applied to the color
-                                       // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
-                                       if (ent->model->type == mod_brushq3)
-                                               colorscale *= r_refdef.scene.rtlightstylevalue[0];
-                                       colorscale *= r_refdef.lightmapintensity;
-                                       VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
-                                       VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
-                                       // basic lit geometry
-                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       // add pants/shirt if needed
-                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
-                                       // now add ambient passes if needed
-                                       if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
-                                       {
-                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
-                                               if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
-                                               if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
-                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
-                                       }
-                               }
-                               if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
-                               if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
-                               {
-                                       // if this is opaque use alpha blend which will darken the earlier
-                                       // passes cheaply.
-                                       //
-                                       // if this is an alpha blended material, all the earlier passes
-                                       // were darkened by fog already, so we only need to add the fog
-                                       // color ontop through the fog mask texture
-                                       //
-                                       // if this is an additive blended material, all the earlier passes
-                                       // were darkened by fog already, and we should not add fog color
-                                       // (because the background was not darkened, there is no fog color
-                                       // that was lost behind it).
-                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
-                               }
+                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
+                               if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
+                               if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
                        }
                }
+               if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
+                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
+               if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+               {
+                       // if this is opaque use alpha blend which will darken the earlier
+                       // passes cheaply.
+                       //
+                       // if this is an alpha blended material, all the earlier passes
+                       // were darkened by fog already, so we only need to add the fog
+                       // color ontop through the fog mask texture
+                       //
+                       // if this is an additive blended material, all the earlier passes
+                       // were darkened by fog already, and we should not add fog color
+                       // (because the background was not darkened, there is no fog color
+                       // that was lost behind it).
+                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
+               }
        }
 }
 
@@ -4689,7 +4802,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
                rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
        }
-       if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
+       if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
        {
                if (wanttangents)
                {
@@ -4697,7 +4810,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = rsurface.array_modelsvector3f;
                        rsurface.modeltvector3f = rsurface.array_modeltvector3f;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
                }
                else if (wantnormals)
                {
@@ -4705,7 +4818,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
                }
                else
                {
@@ -4713,7 +4826,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
-                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
                }
                rsurface.modelvertex3f_bufferobject = 0;
                rsurface.modelvertex3f_bufferoffset = 0;
@@ -5753,8 +5866,11 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
                R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
        }
-       R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
-       R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+       if(rsurface.texture->colormapping)
+       {
+               R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
+               R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
+       }
        R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
        if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
                R_Mesh_ColorPointer(NULL, 0, 0);
@@ -6326,7 +6442,7 @@ void R_DrawDebugModel(entity_render_t *ent)
        model_t *model = ent->model;
        vec3_t v;
 
-       flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
+       flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
 
        R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
@@ -6480,7 +6596,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        }
 
        R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
 
        if (debug)
        {
@@ -6570,7 +6686,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        }
 
        R_UpdateAllTextureInfo(ent);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
 
        if (debug)
        {