]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
fix C++ compile error
[xonotic/darkplaces.git] / gl_rmain.c
index 20aff5a24551d832f97d6047d46740904cbeb10e..20f94ecd73d76cebdc77e350ee3d5ad36588b08a 100644 (file)
@@ -44,14 +44,15 @@ static qboolean r_loadgloss;
 qboolean r_loadfog;
 static qboolean r_loaddds;
 static qboolean r_savedds;
+static qboolean r_gpuskeletal;
 
 //
 // screen size info
 //
 r_refdef_t r_refdef;
 
-cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
-cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
+cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
+cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
@@ -77,6 +78,8 @@ cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip pla
 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
+cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
+cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
@@ -118,6 +121,7 @@ cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlightin
 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
+cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
@@ -130,6 +134,8 @@ cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0",
 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
+cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
+cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -147,6 +153,7 @@ cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to
 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
 
+cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
@@ -156,6 +163,7 @@ cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_ste
 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
 
+cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
 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_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
@@ -198,6 +206,7 @@ cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
+cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
 
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
@@ -214,16 +223,28 @@ cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1",
 
 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
 
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 
+cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
+cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
+cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
+cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
+
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
 
-cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
+cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
 
 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
+cvar_t r_bufferdatasize[R_BUFFERDATA_COUNT] =
+{
+       {CVAR_SAVE, "r_bufferdatasize_vertex", "4", "vertex buffer size for one frame"},
+       {CVAR_SAVE, "r_bufferdatasize_index16", "1", "index buffer size for one frame (16bit indices)"},
+       {CVAR_SAVE, "r_bufferdatasize_index32", "1", "index buffer size for one frame (32bit indices)"},
+       {CVAR_SAVE, "r_bufferdatasize_uniform", "0.25", "uniform buffer size for one frame"},
+};
 
 extern cvar_t v_glslgamma;
 extern cvar_t v_glslgamma_2d;
@@ -235,6 +256,8 @@ r_framebufferstate_t r_fb;
 /// shadow volume bsp struct with automatically growing nodes buffer
 svbsp_t r_svbsp;
 
+int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
+
 rtexture_t *r_texture_blanknormalmap;
 rtexture_t *r_texture_white;
 rtexture_t *r_texture_grey128;
@@ -590,13 +613,17 @@ static void R_BuildFogHeightTexture(void)
 
 //=======================================================================================================================================================
 
-static const char *builtinshaderstring =
+static const char *builtinshaderstrings[] =
+{
 #include "shader_glsl.h"
-;
+0
+};
 
-const char *builtinhlslshaderstring =
+const char *builtinhlslshaderstrings[] =
+{
 #include "shader_hlsl.h"
-;
+0
+};
 
 char *glslshaderstring = NULL;
 char *hlslshaderstring = NULL;
@@ -612,9 +639,7 @@ shaderpermutationinfo_t;
 
 typedef struct shadermodeinfo_s
 {
-       const char *vertexfilename;
-       const char *geometryfilename;
-       const char *fragmentfilename;
+       const char *filename;
        const char *pretext;
        const char *name;
 }
@@ -642,63 +667,61 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
        {"#define USESHADOWMAP2D\n", " shadowmap2d"},
-       {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
-       {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
-       {"#define USESHADOWSAMPLER\n", " shadowsampler"},
-       {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
+       {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
        {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
        {"#define USEALPHAKILL\n", " alphakill"},
        {"#define USEREFLECTCUBE\n", " reflectcube"},
        {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
        {"#define USEBOUNCEGRID\n", " bouncegrid"},
-       {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
+       {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
        {"#define USETRIPPY\n", " trippy"},
+       {"#define USEDEPTHRGB\n", " depthrgb"},
+       {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
+       {"#define USESKELETAL\n", " skeletal"}
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
 shadermodeinfo_t glslshadermodeinfo[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, "glsl/default.glsl", "#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"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+       {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
+       {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+       {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
+       {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
+       {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+       {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
 
 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
 {
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
-       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+       {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
+       {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
+       {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
+       {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+       {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
 
 struct r_glsl_permutation_s;
@@ -737,7 +760,6 @@ typedef struct r_glsl_permutation_s
        int tex_Texture_Reflection;
        int tex_Texture_ShadowMap2D;
        int tex_Texture_CubeProjection;
-       int tex_Texture_ScreenDepth;
        int tex_Texture_ScreenNormalMap;
        int tex_Texture_ScreenDiffuse;
        int tex_Texture_ScreenSpecular;
@@ -768,7 +790,6 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_Reflection;
        int loc_Texture_ShadowMap2D;
        int loc_Texture_CubeProjection;
-       int loc_Texture_ScreenDepth;
        int loc_Texture_ScreenNormalMap;
        int loc_Texture_ScreenDiffuse;
        int loc_Texture_ScreenSpecular;
@@ -814,6 +835,7 @@ typedef struct r_glsl_permutation_s
        int loc_ShadowMap_Parameters;
        int loc_ShadowMap_TextureScale;
        int loc_SpecularPower;
+       int loc_Skeletal_Transform12;
        int loc_UserVec1;
        int loc_UserVec2;
        int loc_UserVec3;
@@ -832,6 +854,10 @@ typedef struct r_glsl_permutation_s
        int loc_NormalmapScrollBlend;
        int loc_BounceGridMatrix;
        int loc_BounceGridIntensity;
+       /// uniform block bindings
+       int ubibind_Skeletal_Transform12_UniformBlock;
+       /// uniform block indices
+       int ubiloc_Skeletal_Transform12_UniformBlock;
 }
 r_glsl_permutation_t;
 
@@ -850,14 +876,22 @@ enum
        SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
        SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
        SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
+       SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
+       SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
+       SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
+       SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
+       SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
 };
-#define SHADERSTATICPARMS_COUNT 8
+#define SHADERSTATICPARMS_COUNT 13
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
 
 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
+
+extern qboolean r_shadow_shadowmapsampler;
+extern int r_shadow_shadowmappcf;
 qboolean R_CompileShader_CheckStaticParms(void)
 {
        static int r_compileshader_staticparms_save[1];
@@ -884,6 +918,18 @@ qboolean R_CompileShader_CheckStaticParms(void)
        }
        if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
+
+       if (r_shadow_shadowmapsampler)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
+       if (r_shadow_shadowmappcf > 1)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
+       else if (r_shadow_shadowmappcf)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
+       if (r_celshading.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
+       if (r_celoutlines.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
+
        return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
 
@@ -892,7 +938,7 @@ qboolean R_CompileShader_CheckStaticParms(void)
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
        else \
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
-void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
+static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
 {
        shaderstaticparms_count = 0;
 
@@ -905,6 +951,11 @@ void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
 }
 
 /// information about each possible shader permutation
@@ -939,25 +990,68 @@ static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned
        return p;
 }
 
-static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
+static char *R_ShaderStrCat(const char **strings)
+{
+       char *string, *s;
+       const char **p = strings;
+       const char *t;
+       size_t len = 0;
+       for (p = strings;(t = *p);p++)
+               len += strlen(t);
+       len++;
+       s = string = (char *)Mem_Alloc(r_main_mempool, len);
+       len = 0;
+       for (p = strings;(t = *p);p++)
+       {
+               len = strlen(t);
+               memcpy(s, t, len);
+               s += len;
+       }
+       *s = 0;
+       return string;
+}
+
+static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
 {
        char *shaderstring;
        if (!filename || !filename[0])
                return NULL;
+       // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
        if (!strcmp(filename, "glsl/default.glsl"))
        {
+               if (builtinonly)
+                       return R_ShaderStrCat(builtinshaderstrings);
                if (!glslshaderstring)
                {
                        glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
                        if (glslshaderstring)
                                Con_DPrintf("Loading shaders from file %s...\n", filename);
                        else
-                               glslshaderstring = (char *)builtinshaderstring;
+                               glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
                }
                shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
                memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
                return shaderstring;
        }
+       if (!strcmp(filename, "hlsl/default.hlsl"))
+       {
+               if (builtinonly)
+                       return R_ShaderStrCat(builtinhlslshaderstrings);
+               if (!hlslshaderstring)
+               {
+                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+                       if (hlslshaderstring)
+                               Con_DPrintf("Loading shaders from file %s...\n", filename);
+                       else
+                               hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
+               }
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
+               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
+               return shaderstring;
+       }
+       // we don't have builtin strings for any other files
+       if (builtinonly)
+               return NULL;
        shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
        if (shaderstring)
        {
@@ -971,16 +1065,17 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
 {
        int i;
+       int ubibind;
        int sampler;
        shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
-       char *vertexstring, *geometrystring, *fragmentstring;
+       char *sourcestring;
        char permutationname[256];
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -988,14 +1083,22 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        p->program = 0;
 
        permutationname[0] = 0;
-       vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
-       geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
-       fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
+       sourcestring  = R_GetShaderText(modeinfo->filename, true, false);
 
-       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+       strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
 
+       // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
+       if(vid.support.glshaderversion >= 140)
+       {
+               vertstrings_list[vertstrings_count++] = "#version 140\n";
+               geomstrings_list[geomstrings_count++] = "#version 140\n";
+               fragstrings_list[fragstrings_count++] = "#version 140\n";
+               vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
+               geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
+               fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
+       }
        // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
-       if(vid.support.gl20shaders130)
+       else if(vid.support.glshaderversion >= 130)
        {
                vertstrings_list[vertstrings_count++] = "#version 130\n";
                geomstrings_list[geomstrings_count++] = "#version 130\n";
@@ -1046,17 +1149,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        fragstrings_count += shaderstaticparms_count;
 
        // now append the shader text itself
-       vertstrings_list[vertstrings_count++] = vertexstring;
-       geomstrings_list[geomstrings_count++] = geometrystring;
-       fragstrings_list[fragstrings_count++] = fragmentstring;
-
-       // if any sources were NULL, clear the respective list
-       if (!vertexstring)
-               vertstrings_count = 0;
-       if (!geometrystring)
-               geomstrings_count = 0;
-       if (!fragmentstring)
-               fragstrings_count = 0;
+       vertstrings_list[vertstrings_count++] = sourcestring;
+       geomstrings_list[geomstrings_count++] = sourcestring;
+       fragstrings_list[fragstrings_count++] = sourcestring;
 
        // compile the shader program
        if (vertstrings_count + geomstrings_count + fragstrings_count)
@@ -1091,7 +1186,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
                p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
                p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
-               p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
                p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
                p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
                p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
@@ -1179,13 +1273,13 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->tex_Texture_Reflection = -1;
                p->tex_Texture_ShadowMap2D = -1;
                p->tex_Texture_CubeProjection = -1;
-               p->tex_Texture_ScreenDepth = -1;
                p->tex_Texture_ScreenNormalMap = -1;
                p->tex_Texture_ScreenDiffuse = -1;
                p->tex_Texture_ScreenSpecular = -1;
                p->tex_Texture_ReflectMask = -1;
                p->tex_Texture_ReflectCube = -1;
                p->tex_Texture_BounceGrid = -1;
+               // bind the texture samplers in use
                sampler = 0;
                if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
                if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
@@ -1210,13 +1304,20 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
                if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
                if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
-               if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
                if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
                if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
                if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
                if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
                if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
                if (p->loc_Texture_BounceGrid      >= 0) {p->tex_Texture_BounceGrid       = sampler;qglUniform1i(p->loc_Texture_BounceGrid      , sampler);sampler++;}
+               // get the uniform block indices so we can bind them
+               p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
+               // clear the uniform block bindings
+               p->ubibind_Skeletal_Transform12_UniformBlock = -1;
+               // bind the uniform blocks in use
+               ubibind = 0;
+               if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
+               // we're done compiling and setting up the shader, at least until it is used
                CHECKGLERROR
                Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
        }
@@ -1224,15 +1325,11 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
 
        // free the strings
-       if (vertexstring)
-               Mem_Free(vertexstring);
-       if (geometrystring)
-               Mem_Free(geometrystring);
-       if (fragmentstring)
-               Mem_Free(fragmentstring);
+       if (sourcestring)
+               Mem_Free(sourcestring);
 }
 
-void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
+static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
 {
        r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
        if (r_glsl_permutation != perm)
@@ -1261,7 +1358,7 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
                                        r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
                                        qglUseProgram(0);CHECKGLERROR
                                        return; // no bit left to clear, entire mode is broken
@@ -1402,35 +1499,6 @@ static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned
        return p;
 }
 
-static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
-{
-       char *shaderstring;
-       if (!filename || !filename[0])
-               return NULL;
-       if (!strcmp(filename, "hlsl/default.hlsl"))
-       {
-               if (!hlslshaderstring)
-               {
-                       hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-                       if (hlslshaderstring)
-                               Con_DPrintf("Loading shaders from file %s...\n", filename);
-                       else
-                               hlslshaderstring = (char *)builtinhlslshaderstring;
-               }
-               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
-               memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
-               return shaderstring;
-       }
-       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
-       if (shaderstring)
-       {
-               if (printfromdisknotice)
-                       Con_DPrintf("from disk %s... ", filename);
-               return shaderstring;
-       }
-       return shaderstring;
-}
-
 #include <d3dx9.h>
 //#include <d3dx9shader.h>
 //#include <d3dx9mesh.h>
@@ -1453,13 +1521,14 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
        int psresult = 0;
        char temp[MAX_INPUTLINE];
        const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
+       char vabuf[1024];
        qboolean debugshader = gl_paranoid.integer != 0;
        if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
        if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
        if (!debugshader)
        {
-               vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
-               psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
+               vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
+               psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
        }
        if ((!vsbin && vertstring) || (!psbin && fragstring))
        {
@@ -1498,6 +1567,18 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                        {"D3DXCompileShader",                   (void **) &qD3DXCompileShader},
                        {NULL, NULL}
                };
+               // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
+#ifndef ID3DXBuffer_GetBufferPointer
+#if !defined(__cplusplus) || defined(CINTERFACE)
+#define ID3DXBuffer_GetBufferPointer(p)   (p)->lpVtbl->GetBufferPointer(p)
+#define ID3DXBuffer_GetBufferSize(p)      (p)->lpVtbl->GetBufferSize(p)
+#define ID3DXBuffer_Release(p)            (p)->lpVtbl->Release(p)
+#else
+#define ID3DXBuffer_GetBufferPointer(p)   (p)->GetBufferPointer()
+#define ID3DXBuffer_GetBufferSize(p)      (p)->GetBufferSize()
+#define ID3DXBuffer_Release(p)            (p)->Release()
+#endif
+#endif
                if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
                {
                        DWORD shaderflags = 0;
@@ -1509,50 +1590,46 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                        {
                                if (debugshader)
                                {
-//                                     vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
-//                                     FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
-                                       FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
-                                       vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
+                                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
+                                       vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
                                }
                                else
                                        vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
                                if (vsbuffer)
                                {
-                                       vsbinsize = vsbuffer->GetBufferSize();
+                                       vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
                                        vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
-                                       memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
-                                       vsbuffer->Release();
+                                       memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
+                                       ID3DXBuffer_Release(vsbuffer);
                                }
                                if (vslog)
                                {
-                                       strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
+                                       strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
                                        Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
-                                       vslog->Release();
+                                       ID3DXBuffer_Release(vslog);
                                }
                        }
                        if (fragstring && fragstring[0])
                        {
                                if (debugshader)
                                {
-//                                     psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
-//                                     FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
-                                       FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
-                                       psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
+                                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
+                                       psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
                                }
                                else
                                        psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
                                if (psbuffer)
                                {
-                                       psbinsize = psbuffer->GetBufferSize();
+                                       psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
                                        psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
-                                       memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
-                                       psbuffer->Release();
+                                       memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
+                                       ID3DXBuffer_Release(psbuffer);
                                }
                                if (pslog)
                                {
-                                       strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
+                                       strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
                                        Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
-                                       pslog->Release();
+                                       ID3DXBuffer_Release(pslog);
                                }
                        }
                        Sys_UnloadLibrary(&d3dx9_dll);
@@ -1582,16 +1659,16 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
        int geomstring_length = 0;
        int fragstring_length = 0;
        char *t;
-       char *vertexstring, *geometrystring, *fragmentstring;
+       char *sourcestring;
        char *vertstring, *geomstring, *fragstring;
        char permutationname[256];
        char cachename[256];
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -1601,11 +1678,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
 
        permutationname[0] = 0;
        cachename[0] = 0;
-       vertexstring   = R_HLSL_GetText(modeinfo->vertexfilename, true);
-       geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
-       fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
+       sourcestring = R_GetShaderText(modeinfo->filename, true, false);
 
-       strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
+       strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
        strlcat(cachename, "hlsl/", sizeof(cachename));
 
        // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
@@ -1664,17 +1739,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
                        cachename[i] = '_';
 
        // now append the shader text itself
-       vertstrings_list[vertstrings_count++] = vertexstring;
-       geomstrings_list[geomstrings_count++] = geometrystring;
-       fragstrings_list[fragstrings_count++] = fragmentstring;
-
-       // if any sources were NULL, clear the respective list
-       if (!vertexstring)
-               vertstrings_count = 0;
-       if (!geometrystring)
-               geomstrings_count = 0;
-       if (!fragmentstring)
-               fragstrings_count = 0;
+       vertstrings_list[vertstrings_count++] = sourcestring;
+       geomstrings_list[geomstrings_count++] = sourcestring;
+       fragstrings_list[fragstrings_count++] = sourcestring;
 
        vertstring_length = 0;
        for (i = 0;i < vertstrings_count;i++)
@@ -1712,12 +1779,8 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
                Mem_Free(geomstring);
        if (fragstring)
                Mem_Free(fragstring);
-       if (vertexstring)
-               Mem_Free(vertexstring);
-       if (geometrystring)
-               Mem_Free(geometrystring);
-       if (fragmentstring)
-               Mem_Free(fragmentstring);
+       if (sourcestring)
+               Mem_Free(sourcestring);
 }
 
 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
@@ -1763,7 +1826,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
                                        r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
                                        return; // no bit left to clear, entire mode is broken
                                }
@@ -1778,7 +1841,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
 }
 #endif
 
-void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
+static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
 {
        DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
        DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
@@ -1789,10 +1852,10 @@ void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutatio
 void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
-       if (glslshaderstring && glslshaderstring != builtinshaderstring)
+       if (glslshaderstring)
                Mem_Free(glslshaderstring);
        glslshaderstring = NULL;
-       if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
+       if (hlslshaderstring)
                Mem_Free(hlslshaderstring);
        hlslshaderstring = NULL;
        switch(vid.renderpath)
@@ -1850,44 +1913,46 @@ void R_GLSL_Restart_f(void)
        }
 }
 
-void R_GLSL_DumpShader_f(void)
+static void R_GLSL_DumpShader_f(void)
 {
-       int i;
+       int i, language, mode, dupe;
+       char *text;
+       shadermodeinfo_t *modeinfo;
        qfile_t *file;
 
-       file = FS_OpenRealFile("glsl/default.glsl", "w", false);
-       if (file)
+       for (language = 0;language < 2;language++)
        {
-               FS_Print(file, "/* The engine may define the following macros:\n");
-               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
-               for (i = 0;i < SHADERMODE_COUNT;i++)
-                       FS_Print(file, glslshadermodeinfo[i].pretext);
-               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-                       FS_Print(file, shaderpermutationinfo[i].pretext);
-               FS_Print(file, "*/\n");
-               FS_Print(file, builtinshaderstring);
-               FS_Close(file);
-               Con_Printf("glsl/default.glsl written\n");
-       }
-       else
-               Con_Printf("failed to write to glsl/default.glsl\n");
-
-       file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
-       if (file)
-       {
-               FS_Print(file, "/* The engine may define the following macros:\n");
-               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
-               for (i = 0;i < SHADERMODE_COUNT;i++)
-                       FS_Print(file, hlslshadermodeinfo[i].pretext);
-               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
-                       FS_Print(file, shaderpermutationinfo[i].pretext);
-               FS_Print(file, "*/\n");
-               FS_Print(file, builtinhlslshaderstring);
-               FS_Close(file);
-               Con_Printf("hlsl/default.hlsl written\n");
+               modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
+               for (mode = 0;mode < SHADERMODE_COUNT;mode++)
+               {
+                       // don't dump the same file multiple times (most or all shaders come from the same file)
+                       for (dupe = mode - 1;dupe >= 0;dupe--)
+                               if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
+                                       break;
+                       if (dupe >= 0)
+                               continue;
+                       text = R_GetShaderText(modeinfo[mode].filename, false, true);
+                       if (!text)
+                               continue;
+                       file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
+                       if (file)
+                       {
+                               FS_Print(file, "/* The engine may define the following macros:\n");
+                               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+                               for (i = 0;i < SHADERMODE_COUNT;i++)
+                                       FS_Print(file, modeinfo[i].pretext);
+                               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                                       FS_Print(file, shaderpermutationinfo[i].pretext);
+                               FS_Print(file, "*/\n");
+                               FS_Print(file, text);
+                               FS_Close(file);
+                               Con_Printf("%s written\n", modeinfo[mode].filename);
+                       }
+                       else
+                               Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
+                       Mem_Free(text);
+               }
        }
-       else
-               Con_Printf("failed to write to hlsl/default.hlsl\n");
 }
 
 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
@@ -1934,8 +1999,10 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
-               R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
-               R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
+               if (r_glsl_permutation->tex_Texture_First >= 0)
+                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
+               if (r_glsl_permutation->tex_Texture_Second >= 0)
+                       R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
                if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
                        R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
                break;
@@ -1943,12 +2010,18 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
        case RENDERPATH_GLES1:
                R_Mesh_TexBind(0, first );
                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+               R_Mesh_TexMatrix(0, NULL);
                R_Mesh_TexBind(1, second);
                if (second)
+               {
                        R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
+                       R_Mesh_TexMatrix(1, NULL);
+               }
                break;
        case RENDERPATH_GL11:
                R_Mesh_TexBind(0, first );
+               R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+               R_Mesh_TexMatrix(0, NULL);
                break;
        case RENDERPATH_SOFT:
                R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
@@ -1963,11 +2036,16 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
 }
 
-void R_SetupShader_DepthOrShadow(qboolean notrippy)
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
 {
        unsigned int permutation = 0;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
+       if (depthrgb)
+               permutation |= SHADERPERMUTATION_DEPTHRGB;
+       if (skeletal)
+               permutation |= SHADERPERMUTATION_SKELETAL;
+
        if (vid.allowalphatocoverage)
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
@@ -1986,6 +2064,7 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy)
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
+               if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
@@ -2001,43 +2080,7 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy)
        }
 }
 
-void R_SetupShader_ShowDepth(qboolean notrippy)
-{
-       int permutation = 0;
-       if (r_trippy.integer && !notrippy)
-               permutation |= SHADERPERMUTATION_TRIPPY;
-       if (vid.allowalphatocoverage)
-               GL_AlphaToCoverage(false);
-       switch (vid.renderpath)
-       {
-       case RENDERPATH_D3D9:
-#ifdef SUPPORTHLSL
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
-#endif
-               break;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               break;
-       case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GLES1:
-               break;
-       case RENDERPATH_GL11:
-               break;
-       case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
-               break;
-       }
-}
-
 extern qboolean r_shadow_usingdeferredprepass;
-extern cvar_t r_shadow_deferred_8bitrange;
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
@@ -2046,18 +2089,15 @@ extern qboolean r_shadow_usingshadowmaportho;
 extern float r_shadow_shadowmap_texturescale[2];
 extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
-extern qboolean r_shadow_shadowmapsampler;
-extern int r_shadow_shadowmappcf;
-extern rtexture_t *r_shadow_shadowmap2dtexture;
-extern rtexture_t *r_shadow_shadowmap2dcolortexture;
+extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
+extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
 extern matrix4x4_t r_shadow_shadowmapmatrix;
 extern int r_shadow_shadowmaplod; // changes for each light based on distance
 extern int r_shadow_prepass_width;
 extern int r_shadow_prepass_height;
-extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
+extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
-extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
 
@@ -2133,6 +2173,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                {
                        mode = SHADERMODE_WATER;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                               permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                        if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
                        {
                                // this is the right thing to do for wateralpha
@@ -2149,15 +2191,17 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
                {
                        mode = SHADERMODE_REFRACTION;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                               permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                else
                {
                        mode = SHADERMODE_GENERIC;
-                       permutation |= SHADERPERMUTATION_DIFFUSE;
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
+                       permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                if (vid.allowalphatocoverage)
                        GL_AlphaToCoverage(false);
@@ -2197,6 +2241,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // light source
                mode = SHADERMODE_LIGHTSOURCE;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
@@ -2215,12 +2261,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if(r_shadow_shadowmapvsdct)
                                permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
@@ -2243,10 +2285,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // unshaded geometry (fullbright or ambient model lighting)
                mode = SHADERMODE_FLATCOLOR;
                ambientscale = diffusescale = specularscale = 0;
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
@@ -2257,12 +2301,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2296,9 +2336,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // directional model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
@@ -2312,12 +2354,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2359,9 +2397,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // ambient model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
@@ -2372,12 +2412,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2419,8 +2455,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // lightmapped wall
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
@@ -2431,12 +2469,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2514,8 +2548,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
-               R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
+               RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+               R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
                R_SetupShader_SetPermutationHLSL(mode, permutation);
                Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
                if (mode == SHADERMODE_LIGHTSOURCE)
@@ -2559,8 +2593,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
                                hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -2569,8 +2603,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
@@ -2611,7 +2645,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
-               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
@@ -2643,13 +2677,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
 //             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
                        if (rsurface.rtlight)
                        {
                                if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
@@ -2668,7 +2701,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        case RENDERPATH_GLES2:
                if (!vid.useinterleavedarrays)
                {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                        R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                        R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
@@ -2676,13 +2709,20 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
                        R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
                }
                else
                {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+                       R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
                }
+               // this has to be after RSurf_PrepareVerticesForBatch
+               if (rsurface.batchskeletaltransform3x4buffer)
+                       permutation |= SHADERPERMUTATION_SKELETAL;
                R_SetupShader_SetPermutationGLSL(mode, permutation);
+               if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
                if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
@@ -2709,8 +2749,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
                                if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
                                if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
                                if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
                                if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -2719,8 +2759,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
                                if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
                                if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
@@ -2773,7 +2813,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
-               if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
@@ -2810,13 +2850,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-               if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
                if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
                if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
                if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
                        if (rsurface.rtlight)
                        {
                                if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
@@ -2831,7 +2870,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        case RENDERPATH_GLES1:
                break;
        case RENDERPATH_SOFT:
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
                R_SetupShader_SetPermutationSoft(mode, permutation);
                {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
@@ -2859,8 +2898,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -2869,8 +2908,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
@@ -2920,7 +2959,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
-               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
@@ -2952,13 +2991,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
 //             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
                        if (rsurface.rtlight)
                        {
                                if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
@@ -2987,7 +3025,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        matrix4x4_t viewtolight;
        matrix4x4_t lighttoview;
        float viewtolight16f[16];
-       float range = 1.0f / r_shadow_deferred_8bitrange.value;
        // light source
        mode = SHADERMODE_DEFERREDLIGHTSOURCE;
        if (rtlight->currentcubemap != r_texture_whitecube)
@@ -3002,12 +3039,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_shadow_shadowmapvsdct)
                        permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-               if (r_shadow_shadowmapsampler)
-                       permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-               if (r_shadow_shadowmappcf > 1)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-               else if (r_shadow_shadowmappcf)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+               if (r_shadow_shadowmap2ddepthbuffer)
+                       permutation |= SHADERPERMUTATION_DEPTHRGB;
        }
        if (vid.allowalphatocoverage)
                GL_AlphaToCoverage(false);
@@ -3022,9 +3055,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                R_SetupShader_SetPermutationHLSL(mode, permutation);
                hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
                hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
-               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
                hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
@@ -3032,10 +3065,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
 #endif
                break;
@@ -3050,9 +3082,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                R_SetupShader_SetPermutationGLSL(mode, permutation);
                if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
                if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
-               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
                if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
@@ -3060,10 +3092,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
 
                if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
-               if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
                if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
                if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
-               if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
+               if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
                if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
                break;
        case RENDERPATH_GL11:
@@ -3074,9 +3105,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                R_SetupShader_SetPermutationGLSL(mode, permutation);
                DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
                DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
-               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
                DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
@@ -3084,10 +3115,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
                break;
        }
@@ -3289,6 +3319,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        int miplevel = R_PicmipForFlags(textureflags);
        int savemiplevel = miplevel;
        int mymiplevel;
+       char vabuf[1024];
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -3303,7 +3334,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        Image_StripImageExtension(name, basename, sizeof(basename));
 
        // check for DDS texture file first
-       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
+       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
        {
                basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
                if (basepixels == NULL)
@@ -3337,7 +3368,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                skinframe->hasalpha = ddshasalpha;
                VectorCopy(ddsavgcolor, skinframe->avgcolor);
                if (r_loadfog && skinframe->hasalpha)
-                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
+                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
        }
        else
@@ -3366,7 +3397,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                                        pixels[j+2] = 255;
                                        pixels[j+3] = basepixels[j+3];
                                }
-                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                                Mem_Free(pixels);
                        }
                }
@@ -3374,9 +3405,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 #ifndef USE_GLES2
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
-                       R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
+                       R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
-                       R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
        }
 
@@ -3384,30 +3415,30 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        {
                mymiplevel = savemiplevel;
                if (r_loadnormalmap)
-                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
-               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
+               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
                if (r_loadgloss)
-                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
-               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
-               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
-               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
+                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
        }
 
        // _norm is the name used by tenebrae and has been adopted as standard
        if (r_loadnormalmap && skinframe->nmap == NULL)
        {
                mymiplevel = savemiplevel;
-               if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
+               if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
                {
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
-               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        Mem_Free(bumppixels);
                }
@@ -3415,71 +3446,71 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
                        Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                }
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
-                       R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
        }
 
        // _luma is supported only for tenebrae compatibility
        // _glow is the preferred name
        mymiplevel = savemiplevel;
-       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
        {
-               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
-                       R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
                Mem_Free(pixels);pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
+       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
-                       R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
+       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
-                       R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+                       R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
 #endif
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
+       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
-                       R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+                       R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
 #endif
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
+       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
-                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
                Mem_Free(pixels);
                pixels = NULL;
@@ -3497,13 +3528,14 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        int i;
        unsigned char *temp1, *temp2;
        skinframe_t *skinframe;
+       char vabuf[1024];
 
        if (cls.state == ca_dedicated)
                return NULL;
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
 
@@ -3531,7 +3563,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
                temp2 = temp1 + width * height * 4;
                Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
                Mem_Free(temp1);
        }
        skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
@@ -3551,7 +3583,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                        memcpy(fogpixels, skindata, width * height * 4);
                        for (i = 0;i < width * height * 4;i += 4)
                                fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
-                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
                        Mem_Free(fogpixels);
                }
        }
@@ -3573,9 +3605,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
-       textureflags &= ~TEXF_FORCE_RELOAD;
+       //textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -3624,6 +3656,7 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
        int width;
        int height;
        unsigned char *skindata;
+       char vabuf[1024];
 
        if (!skinframe->qpixels)
                return;
@@ -3655,22 +3688,22 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
                // use either a custom palette or the quake palette
                Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
                Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
                Mem_Free(temp1);
        }
 
        if (skinframe->qgenerateglow)
        {
                skinframe->qgenerateglow = false;
-               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
+               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
        }
 
        if (colormapped)
        {
                skinframe->qgeneratebase = false;
-               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
-               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
-               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
+               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
+               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
+               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
        }
        else
        {
@@ -3689,13 +3722,14 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
 {
        int i;
        skinframe_t *skinframe;
+       char vabuf[1024];
 
        if (cls.state == ca_dedicated)
                return NULL;
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
 
@@ -3730,7 +3764,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
                        }
                }
                if (r_loadfog && skinframe->hasalpha)
-                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
        }
 
        R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
@@ -3804,7 +3838,7 @@ static suffixinfo_t suffix[3][6] =
 
 static int componentorder[4] = {0, 1, 2, 3};
 
-rtexture_t *R_LoadCubemap(const char *basename)
+static rtexture_t *R_LoadCubemap(const char *basename)
 {
        int i, j, cubemapsize;
        unsigned char *cubemappixels, *image_buffer;
@@ -3886,44 +3920,7 @@ rtexture_t *R_GetCubemap(const char *basename)
        return r_texture_cubemaps[i]->texture;
 }
 
-void R_FreeCubemap(const char *basename)
-{
-       int i;
-
-       for (i = 0;i < r_texture_numcubemaps;i++)
-       {
-               if (r_texture_cubemaps[i] != NULL)
-               {
-                       if (r_texture_cubemaps[i]->texture)
-                       {
-                               if (developer_loading.integer)
-                                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
-                               R_FreeTexture(r_texture_cubemaps[i]->texture);
-                               Mem_Free(r_texture_cubemaps[i]);
-                               r_texture_cubemaps[i] = NULL;
-                       }
-               }
-       }
-}
-
-void R_FreeCubemaps(void)
-{
-       int i;
-       for (i = 0;i < r_texture_numcubemaps;i++)
-       {
-               if (developer_loading.integer)
-                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
-               if (r_texture_cubemaps[i] != NULL)
-               {
-                       if (r_texture_cubemaps[i]->texture)
-                               R_FreeTexture(r_texture_cubemaps[i]->texture);
-                       Mem_Free(r_texture_cubemaps[i]);
-               }
-       }
-       r_texture_numcubemaps = 0;
-}
-
-void R_Main_FreeViewCache(void)
+static void R_Main_FreeViewCache(void)
 {
        if (r_refdef.viewcache.entityvisible)
                Mem_Free(r_refdef.viewcache.entityvisible);
@@ -3936,7 +3933,7 @@ void R_Main_FreeViewCache(void)
        memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
 }
 
-void R_Main_ResizeViewCache(void)
+static void R_Main_ResizeViewCache(void)
 {
        int numentities = r_refdef.scene.numentities;
        int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
@@ -3975,7 +3972,7 @@ void R_Main_ResizeViewCache(void)
 }
 
 extern rtexture_t *loadingscreentexture;
-void gl_main_start(void)
+static void gl_main_start(void)
 {
        loadingscreentexture = NULL;
        r_texture_blanknormalmap = NULL;
@@ -3988,6 +3985,7 @@ void gl_main_start(void)
        r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
        r_texture_numcubemaps = 0;
+       r_uniformbufferalignment = 32;
 
        r_loaddds = r_texture_dds_load.integer != 0;
        r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
@@ -4006,6 +4004,8 @@ void gl_main_start(void)
                r_loadnormalmap = true;
                r_loadgloss = true;
                r_loadfog = false;
+               if (vid.support.arb_uniform_buffer_object)
+                       qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
@@ -4028,6 +4028,7 @@ void gl_main_start(void)
 
        R_AnimCache_Free();
        R_FrameData_Reset();
+       R_BufferData_Reset();
 
        r_numqueries = 0;
        r_maxqueries = 0;
@@ -4075,10 +4076,11 @@ void gl_main_start(void)
        r_refdef.fogmasktable_density = 0;
 }
 
-void gl_main_shutdown(void)
+static void gl_main_shutdown(void)
 {
        R_AnimCache_Free();
        R_FrameData_Reset();
+       R_BufferData_Reset();
 
        R_Main_FreeViewCache();
 
@@ -4149,8 +4151,7 @@ void gl_main_shutdown(void)
        hlslshaderstring = NULL;
 }
 
-extern void CL_ParseEntityLump(char *entitystring);
-void gl_main_newmap(void)
+static void gl_main_newmap(void)
 {
        // FIXME: move this code to client
        char *entities, entname[MAX_QPATH];
@@ -4173,10 +4174,12 @@ void gl_main_newmap(void)
        R_Main_FreeViewCache();
 
        R_FrameData_Reset();
+       R_BufferData_Reset();
 }
 
 void GL_Main_Init(void)
 {
+       int i;
        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");
@@ -4217,6 +4220,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_deformvertexes);
        Cvar_RegisterVariable(&r_transparent);
        Cvar_RegisterVariable(&r_transparent_alphatocoverage);
+       Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
+       Cvar_RegisterVariable(&r_transparent_useplanardistance);
        Cvar_RegisterVariable(&r_showoverdraw);
        Cvar_RegisterVariable(&r_showbboxes);
        Cvar_RegisterVariable(&r_showsurfaces);
@@ -4255,6 +4260,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_shadows_throwdirection);
        Cvar_RegisterVariable(&r_shadows_focus);
        Cvar_RegisterVariable(&r_shadows_shadowmapscale);
+       Cvar_RegisterVariable(&r_shadows_shadowmapbias);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
@@ -4271,6 +4277,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_texture_dds_save);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&gl_combine);
+       Cvar_RegisterVariable(&r_usedepthtextures);
        Cvar_RegisterVariable(&r_viewfbo);
        Cvar_RegisterVariable(&r_viewscale);
        Cvar_RegisterVariable(&r_viewscale_fpsscaling);
@@ -4298,6 +4305,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
+       Cvar_RegisterVariable(&r_celshading);
+       Cvar_RegisterVariable(&r_celoutlines);
 
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
@@ -4320,6 +4329,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_colorexponent);
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
+       Cvar_RegisterVariable(&r_bloom_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_irisadaptation);
@@ -4334,29 +4344,22 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
        Cvar_RegisterVariable(&r_test);
+       Cvar_RegisterVariable(&r_batch_multidraw);
+       Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
+       Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
+       Cvar_RegisterVariable(&r_glsl_skeletal);
        Cvar_RegisterVariable(&r_glsl_saturation);
        Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
        Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
        Cvar_RegisterVariable(&r_framedatasize);
+       for (i = 0;i < R_BUFFERDATA_COUNT;i++)
+               Cvar_RegisterVariable(&r_bufferdatasize[i]);
+       Cvar_RegisterVariable(&r_batch_dynamicbuffer);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
 }
 
-extern void R_Textures_Init(void);
-extern void GL_Draw_Init(void);
-extern void GL_Main_Init(void);
-extern void R_Shadow_Init(void);
-extern void R_Sky_Init(void);
-extern void GL_Surf_Init(void);
-extern void R_Particles_Init(void);
-extern void R_Explosion_Init(void);
-extern void gl_backend_init(void);
-extern void Sbar_Init(void);
-extern void R_LightningBeams_Init(void);
-extern void Mod_RenderInit(void);
-extern void Font_Init(void);
-
 void Render_Init(void)
 {
        gl_backend_init();
@@ -4537,12 +4540,12 @@ void R_FrameData_Reset(void)
        }
 }
 
-void R_FrameData_Resize(void)
+static void R_FrameData_Resize(qboolean mustgrow)
 {
        size_t wantedsize;
        wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
        wantedsize = bound(65536, wantedsize, 1000*1024*1024);
-       if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
+       if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
        {
                r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
                newmem->wantedsize = wantedsize;
@@ -4557,7 +4560,7 @@ void R_FrameData_Resize(void)
 
 void R_FrameData_NewFrame(void)
 {
-       R_FrameData_Resize();
+       R_FrameData_Resize(false);
        if (!r_framedata_mem)
                return;
        // if we ran out of space on the last frame, free the old memory now
@@ -4576,6 +4579,7 @@ void R_FrameData_NewFrame(void)
 void *R_FrameData_Alloc(size_t size)
 {
        void *data;
+       float newvalue;
 
        // align to 16 byte boundary - the data pointer is already aligned, so we
        // only need to ensure the size of every allocation is also aligned
@@ -4584,16 +4588,18 @@ void *R_FrameData_Alloc(size_t size)
        while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
        {
                // emergency - we ran out of space, allocate more memory
-               Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
-               R_FrameData_Resize();
+               newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
+               // this might not be a growing it, but we'll allocate another buffer every time
+               Cvar_SetValueQuick(&r_framedatasize, newvalue);
+               R_FrameData_Resize(true);
        }
 
        data = r_framedata_mem->data + r_framedata_mem->current;
        r_framedata_mem->current += size;
 
        // count the usage for stats
-       r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
-       r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
+       r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
+       r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
 
        return (void *)data;
 }
@@ -4622,6 +4628,146 @@ void R_FrameData_ReturnToMark(void)
 
 //==================================================================================
 
+// avoid reusing the same buffer objects on consecutive buffers
+#define R_BUFFERDATA_CYCLE 2
+
+typedef struct r_bufferdata_buffer_s
+{
+       struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
+       size_t size; // how much usable space
+       size_t current; // how much space in use
+       r_meshbuffer_t *buffer; // the buffer itself
+}
+r_bufferdata_buffer_t;
+
+static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
+static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
+
+/// frees all dynamic buffers
+void R_BufferData_Reset(void)
+{
+       int cycle, type;
+       r_bufferdata_buffer_t **p, *mem;
+       for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
+       {
+               for (type = 0;type < R_BUFFERDATA_COUNT;type++)
+               {
+                       // free all buffers
+                       p = &r_bufferdata_buffer[r_bufferdata_cycle][type];
+                       while (*p)
+                       {
+                               mem = *p;
+                               *p = (*p)->purge;
+                               if (mem->buffer)
+                                       R_Mesh_DestroyMeshBuffer(mem->buffer);
+                               Mem_Free(mem);
+                       }
+               }
+       }
+}
+
+// resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
+static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow)
+{
+       r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
+       size_t size;
+       size = (size_t)(r_bufferdatasize[type].value * 1024*1024);
+       size = bound(65536, size, 512*1024*1024);
+       if (!mem || mem->size != size || mustgrow)
+       {
+               mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
+               mem->size = size;
+               mem->current = 0;
+               if (type == R_BUFFERDATA_VERTEX)
+                       mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
+               else if (type == R_BUFFERDATA_INDEX16)
+                       mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
+               else if (type == R_BUFFERDATA_INDEX32)
+                       mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
+               else if (type == R_BUFFERDATA_UNIFORM)
+                       mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
+               mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
+               r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
+       }
+}
+
+void R_BufferData_NewFrame(void)
+{
+       int type;
+       r_bufferdata_buffer_t **p, *mem;
+       // cycle to the next frame's buffers
+       r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
+       // if we ran out of space on the last time we used these buffers, free the old memory now
+       for (type = 0;type < R_BUFFERDATA_COUNT;type++)
+       {
+               if (r_bufferdata_buffer[r_bufferdata_cycle][type])
+               {
+                       R_BufferData_Resize((r_bufferdata_type_t)type, false);
+                       // free all but the head buffer, this is how we recycle obsolete
+                       // buffers after they are no longer in use
+                       p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
+                       while (*p)
+                       {
+                               mem = *p;
+                               *p = (*p)->purge;
+                               if (mem->buffer)
+                                       R_Mesh_DestroyMeshBuffer(mem->buffer);
+                               Mem_Free(mem);
+                       }
+                       // reset the current offset
+                       r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
+               }
+       }
+}
+
+r_meshbuffer_t *R_BufferData_Store(size_t datasize, void *data, r_bufferdata_type_t type, int *returnbufferoffset, qboolean allowfail)
+{
+       r_bufferdata_buffer_t *mem;
+       int offset = 0;
+       int padsize;
+       float newvalue;
+
+       *returnbufferoffset = 0;
+
+       // align size to a byte boundary appropriate for the buffer type, this
+       // makes all allocations have aligned start offsets
+       if (type == R_BUFFERDATA_UNIFORM)
+               padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
+       else
+               padsize = (datasize + 15) & ~15;
+
+       while (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
+       {
+               // emergency - we ran out of space, allocate more memory
+               newvalue = bound(0.25f, r_bufferdatasize[type].value * 2.0f, 256.0f);
+               // if we're already at the limit, just fail (if allowfail is false we might run out of video ram)
+               if (newvalue == r_bufferdatasize[type].value && allowfail)
+                       return NULL;
+               Cvar_SetValueQuick(&r_bufferdatasize[type], newvalue);
+               R_BufferData_Resize(type, true);
+       }
+
+       mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
+       offset = mem->current;
+       mem->current += padsize;
+
+       // upload the data to the buffer at the chosen offset
+       if (offset == 0)
+               R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
+       R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
+
+       // count the usage for stats
+       r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
+       r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
+
+       // return the buffer offset
+       *returnbufferoffset = offset;
+
+       return mem->buffer;
+}
+
+//==================================================================================
+
 // LordHavoc: animcache originally written by Echon, rewritten since then
 
 /**
@@ -4642,16 +4788,28 @@ void R_AnimCache_ClearCache(void)
        {
                ent = r_refdef.scene.entities[i];
                ent->animcache_vertex3f = NULL;
+               ent->animcache_vertex3f_vertexbuffer = NULL;
+               ent->animcache_vertex3f_bufferoffset = 0;
                ent->animcache_normal3f = NULL;
+               ent->animcache_normal3f_vertexbuffer = NULL;
+               ent->animcache_normal3f_bufferoffset = 0;
                ent->animcache_svector3f = NULL;
+               ent->animcache_svector3f_vertexbuffer = NULL;
+               ent->animcache_svector3f_bufferoffset = 0;
                ent->animcache_tvector3f = NULL;
+               ent->animcache_tvector3f_vertexbuffer = NULL;
+               ent->animcache_tvector3f_bufferoffset = 0;
                ent->animcache_vertexmesh = NULL;
-               ent->animcache_vertex3fbuffer = NULL;
-               ent->animcache_vertexmeshbuffer = NULL;
+               ent->animcache_vertexmesh_vertexbuffer = NULL;
+               ent->animcache_vertexmesh_bufferoffset = 0;
+               ent->animcache_skeletaltransform3x4 = NULL;
+               ent->animcache_skeletaltransform3x4buffer = NULL;
+               ent->animcache_skeletaltransform3x4offset = 0;
+               ent->animcache_skeletaltransform3x4size = 0;
        }
 }
 
-void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
+static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
 {
        int i;
 
@@ -4661,10 +4819,13 @@ void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
 
        if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
                ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
-       // TODO: upload vertex3f buffer?
+       // TODO: upload vertexbuffer?
        if (ent->animcache_vertexmesh)
        {
-               memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
+               r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
+               r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
+               r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
+               memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
                for (i = 0;i < numvertices;i++)
                        memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
                if (ent->animcache_svector3f)
@@ -4676,7 +4837,6 @@ void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
                if (ent->animcache_normal3f)
                        for (i = 0;i < numvertices;i++)
                                memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
-               // TODO: upload vertexmeshbuffer?
        }
 }
 
@@ -4684,37 +4844,157 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
 {
        dp_model_t *model = ent->model;
        int numvertices;
-       // see if it's already cached this frame
+
+       // see if this ent is worth caching
+       if (!model || !model->Draw || !model->AnimateVertices)
+               return false;
+       // nothing to cache if it contains no animations and has no skeleton
+       if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
+               return false;
+       // see if it is already cached for gpuskeletal
+       if (ent->animcache_skeletaltransform3x4)
+               return false;
+       // see if it is already cached as a mesh
        if (ent->animcache_vertex3f)
        {
-               // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
-               if (wantnormals || wanttangents)
+               // check if we need to add normals or tangents
+               if (ent->animcache_normal3f)
+                       wantnormals = false;
+               if (ent->animcache_svector3f)
+                       wanttangents = false;
+               if (!wantnormals && !wanttangents)
+                       return false;
+       }
+
+       // check which kind of cache we need to generate
+       if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
+       {
+               // cache the skeleton so the vertex shader can use it
+               int i;
+               int blends;
+               const skeleton_t *skeleton = ent->skeleton;
+               const frameblend_t *frameblend = ent->frameblend;
+               float *boneposerelative;
+               float m[12];
+               static float bonepose[256][12];
+               r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
+               r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
+               r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
+               ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
+               boneposerelative = ent->animcache_skeletaltransform3x4;
+               if (skeleton && !skeleton->relativetransforms)
+                       skeleton = NULL;
+               // resolve hierarchy and make relative transforms (deforms) which the shader wants
+               if (skeleton)
+               {
+                       for (i = 0;i < model->num_bones;i++)
+                       {
+                               Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
+                               if (model->data_bones[i].parent >= 0)
+                                       R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+                               else
+                                       memcpy(bonepose[i], m, sizeof(m));
+
+                               // create a relative deformation matrix to describe displacement
+                               // from the base mesh, which is used by the actual weighting
+                               R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+                       }
+               }
+               else
                {
-                       if (ent->animcache_normal3f)
-                               wantnormals = false;
-                       if (ent->animcache_svector3f)
-                               wanttangents = false;
-                       if (wantnormals || wanttangents)
+                       for (i = 0;i < model->num_bones;i++)
                        {
-                               numvertices = model->surfmesh.num_vertices;
-                               if (wantnormals)
-                                       ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
-                               if (wanttangents)
+                               const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
+                               float lerp = frameblend[0].lerp,
+                                       tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
+                                       rx = pose7s[3] * lerp,
+                                       ry = pose7s[4] * lerp,
+                                       rz = pose7s[5] * lerp,
+                                       rw = pose7s[6] * lerp,
+                                       dx = tx*rw + ty*rz - tz*ry,
+                                       dy = -tx*rz + ty*rw + tz*rx,
+                                       dz = tx*ry - ty*rx + tz*rw,
+                                       dw = -tx*rx - ty*ry - tz*rz,
+                                       scale, sx, sy, sz, sw;
+                               for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
                                {
-                                       ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
-                                       ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                                       const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
+                                       float lerp = frameblend[blends].lerp,
+                                               tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
+                                               qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
+                                       if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
+                                       qx *= lerp;
+                                       qy *= lerp;
+                                       qz *= lerp;
+                                       qw *= lerp;
+                                       rx += qx;
+                                       ry += qy;
+                                       rz += qz;
+                                       rw += qw;
+                                       dx += tx*qw + ty*qz - tz*qy;
+                                       dy += -tx*qz + ty*qw + tz*qx;
+                                       dz += tx*qy - ty*qx + tz*qw;
+                                       dw += -tx*qx - ty*qy - tz*qz;
                                }
-                               model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
-                               R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
+                               scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
+                               sx = rx * scale;
+                               sy = ry * scale;
+                               sz = rz * scale;
+                               sw = rw * scale;
+                               m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
+                               m[1] = 2*(sx*ry - sw*rz);
+                               m[2] = 2*(sx*rz + sw*ry);
+                               m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
+                               m[4] = 2*(sx*ry + sw*rz);
+                               m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
+                               m[6] = 2*(sy*rz - sw*rx);
+                               m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
+                               m[8] = 2*(sx*rz - sw*ry);
+                               m[9] = 2*(sy*rz + sw*rx);
+                               m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
+                               m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
+                               if (i == r_skeletal_debugbone.integer)
+                                       m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+                               m[3] *= r_skeletal_debugtranslatex.value;
+                               m[7] *= r_skeletal_debugtranslatey.value;
+                               m[11] *= r_skeletal_debugtranslatez.value;
+                               if (model->data_bones[i].parent >= 0)
+                                       R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+                               else
+                                       memcpy(bonepose[i], m, sizeof(m));
+                               // create a relative deformation matrix to describe displacement
+                               // from the base mesh, which is used by the actual weighting
+                               R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
                        }
                }
+               // note: this can fail if the buffer is at the grow limit
+               ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
+               ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset, true);
+       }
+       else if (ent->animcache_vertex3f)
+       {
+               // mesh was already cached but we may need to add normals/tangents
+               // (this only happens with multiple views, reflections, cameras, etc)
+               if (wantnormals || wanttangents)
+               {
+                       numvertices = model->surfmesh.num_vertices;
+                       if (wantnormals)
+                               ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                       if (wanttangents)
+                       {
+                               ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                               ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                       }
+                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
+                       R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
+                       r_refdef.stats[r_stat_animcache_shade_count] += 1;
+                       r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
+                       r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
+               }
        }
        else
        {
-               // see if this ent is worth caching
-               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
-                       return false;
-               // get some memory for this entity and generate mesh data
+               // generate mesh cache
                numvertices = model->surfmesh.num_vertices;
                ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                if (wantnormals)
@@ -4726,6 +5006,15 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                }
                model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
                R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
+               if (wantnormals || wanttangents)
+               {
+                       r_refdef.stats[r_stat_animcache_shade_count] += 1;
+                       r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
+                       r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
+               }
+               r_refdef.stats[r_stat_animcache_shape_count] += 1;
+               r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
+               r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
        }
        return true;
 }
@@ -4780,12 +5069,12 @@ static void R_View_UpdateEntityLighting (void)
        {
                ent = r_refdef.scene.entities[i];
 
-               // skip unseen models and models that updated by CSQC
-               if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+               // skip unseen models
+               if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
                        continue;
 
                // skip bsp models
-               if (ent->model && ent->model->brush.num_leafs)
+               if (ent->model && ent->model == cl.worldmodel)
                {
                        // TODO: use modellight for r_ambient settings on world?
                        VectorSet(ent->modellight_ambient, 0, 0, 0);
@@ -4793,74 +5082,83 @@ static void R_View_UpdateEntityLighting (void)
                        VectorSet(ent->modellight_lightdir, 0, 0, 1);
                        continue;
                }
-
-               // fetch the lighting from the worldmodel data
-               VectorClear(ent->modellight_ambient);
-               VectorClear(ent->modellight_diffuse);
-               VectorClear(tempdiffusenormal);
-               if (ent->flags & RENDER_LIGHT)
+               
+               if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
                {
-                       vec3_t org;
-                       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-
-                       // complete lightning for lit sprites
-                       // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
-                       if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+                       // aleady updated by CSQC
+                       // TODO: force modellight on BSP models in this case?
+                       VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
+               }
+               else
+               {
+                       // fetch the lighting from the worldmodel data
+                       VectorClear(ent->modellight_ambient);
+                       VectorClear(ent->modellight_diffuse);
+                       VectorClear(tempdiffusenormal);
+                       if (ent->flags & RENDER_LIGHT)
                        {
-                               if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
-                                       org[2] = org[2] + r_overheadsprites_pushback.value;
-                               R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
-                       }
-                       else
-                               R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+                               vec3_t org;
+                               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
 
-                       if(ent->flags & RENDER_EQUALIZE)
-                       {
-                               // first fix up ambient lighting...
-                               if(r_equalize_entities_minambient.value > 0)
+                               // complete lightning for lit sprites
+                               // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
+                               if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
                                {
-                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
-                                       if(fd > 0)
+                                       if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+                                               org[2] = org[2] + r_overheadsprites_pushback.value;
+                                       R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+                               }
+                               else
+                                       R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+
+                               if(ent->flags & RENDER_EQUALIZE)
+                               {
+                                       // first fix up ambient lighting...
+                                       if(r_equalize_entities_minambient.value > 0)
                                        {
-                                               fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
-                                               if(fa < r_equalize_entities_minambient.value * fd)
+                                               fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                               if(fd > 0)
                                                {
-                                                       // solve:
-                                                       //   fa'/fd' = minambient
-                                                       //   fa'+0.25*fd' = fa+0.25*fd
-                                                       //   ...
-                                                       //   fa' = fd' * minambient
-                                                       //   fd'*(0.25+minambient) = fa+0.25*fd
-                                                       //   ...
-                                                       //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
-                                                       //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
-                                                       //   ...
-                                                       fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
-                                                       f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
-                                                       VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
-                                                       VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                                       fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
+                                                       if(fa < r_equalize_entities_minambient.value * fd)
+                                                       {
+                                                               // solve:
+                                                               //   fa'/fd' = minambient
+                                                               //   fa'+0.25*fd' = fa+0.25*fd
+                                                               //   ...
+                                                               //   fa' = fd' * minambient
+                                                               //   fd'*(0.25+minambient) = fa+0.25*fd
+                                                               //   ...
+                                                               //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
+                                                               //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
+                                                               //   ...
+                                                               fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
+                                                               f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
+                                                               VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
+                                                               VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                                       }
                                                }
                                        }
-                               }
 
-                               if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
-                               {
-                                       fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
-                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
-                                       f = fa + 0.25 * fd;
-                                       if(f > 0)
+                                       if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
                                        {
-                                               // adjust brightness and saturation to target
-                                               avg[0] = avg[1] = avg[2] = fa / f;
-                                               VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
-                                               avg[0] = avg[1] = avg[2] = fd / f;
-                                               VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
+                                               fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
+                                               fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                               f = fa + 0.25 * fd;
+                                               if(f > 0)
+                                               {
+                                                       // adjust brightness and saturation to target
+                                                       avg[0] = avg[1] = avg[2] = fa / f;
+                                                       VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
+                                                       avg[0] = avg[1] = avg[2] = fd / f;
+                                                       VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
+                                               }
                                        }
                                }
                        }
+                       else // highly rare
+                               VectorSet(ent->modellight_ambient, 1, 1, 1);
                }
-               else // highly rare
-                       VectorSet(ent->modellight_ambient, 1, 1, 1);
 
                // move the light direction into modelspace coordinates for lighting code
                Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
@@ -4973,7 +5271,7 @@ static void R_View_UpdateEntityVisible (void)
 }
 
 /// only used if skyrendermasked, and normally returns false
-int R_DrawBrushModelsSky (void)
+static int R_DrawBrushModelsSky (void)
 {
        int i, sky;
        entity_render_t *ent;
@@ -5003,7 +5301,7 @@ static void R_DrawModels(void)
                if (!r_refdef.viewcache.entityvisible[i])
                        continue;
                ent = r_refdef.scene.entities[i];
-               r_refdef.stats.entities++;
+               r_refdef.stats[r_stat_entities]++;
                /*
                if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
                {
@@ -5314,29 +5612,27 @@ static void R_View_SetFrustum(const int *scissor)
        //PlaneClassify(&frustum[4]);
 }
 
-void R_View_UpdateWithScissor(const int *myscissor)
+static void R_View_UpdateWithScissor(const int *myscissor)
 {
        R_Main_ResizeViewCache();
        R_View_SetFrustum(myscissor);
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
-       R_AnimCache_CacheVisibleEntities();
 }
 
-void R_View_Update(void)
+static void R_View_Update(void)
 {
        R_Main_ResizeViewCache();
        R_View_SetFrustum(NULL);
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
-       R_AnimCache_CacheVisibleEntities();
 }
 
 float viewscalefpsadjusted = 1.0f;
 
-void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
+static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
 {
        float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
        scale = bound(0.03125f, scale, 1.0f);
@@ -5430,13 +5726,14 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
        }
 }
 
-void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
 {
        r_viewport_t viewport;
-       DrawQ_Finish();
+
+       CHECKGLERROR
 
        // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
-       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
+       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
        R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
        R_SetViewport(&viewport);
        GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
@@ -5468,6 +5765,15 @@ void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *color
                break;
        }
        GL_CullFace(GL_NONE);
+
+       CHECKGLERROR
+}
+
+void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+{
+       DrawQ_Finish();
+
+       R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
 }
 
 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
@@ -5511,7 +5817,7 @@ void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *color
 R_RenderView_UpdateViewVectors
 ================
 */
-static void R_RenderView_UpdateViewVectors(void)
+void R_RenderView_UpdateViewVectors(void)
 {
        // break apart the view matrix into vectors for various purposes
        // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
@@ -5530,7 +5836,7 @@ static void R_Water_StartFrame(void)
        int i;
        int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
        r_waterstate_waterplane_t *p;
-       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
+       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
 
        if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
                return;
@@ -5744,7 +6050,8 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
        int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
        r_waterstate_waterplane_t *p;
        vec3_t visorigin;
-       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
+       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
+       char vabuf[1024];
 
        originalview = r_refdef.view;
 
@@ -5778,13 +6085,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
                        if (!p->texture_refraction)
-                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (!p->texture_refraction)
                                goto error;
                        if (usewaterfbo)
                        {
                                if (r_fb.water.depthtexture == NULL)
-                                       r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                if (p->fbo_refraction == 0)
                                        p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
                        }
@@ -5792,13 +6099,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                else if (p->materialflags & MATERIALFLAG_CAMERA)
                {
                        if (!p->texture_camera)
-                               p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
+                               p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
                        if (!p->texture_camera)
                                goto error;
                        if (usewaterfbo)
                        {
                                if (r_fb.water.depthtexture == NULL)
-                                       r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                if (p->fbo_camera == 0)
                                        p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
                        }
@@ -5807,13 +6114,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        if (!p->texture_reflection)
-                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (!p->texture_reflection)
                                goto error;
                        if (usewaterfbo)
                        {
                                if (r_fb.water.depthtexture == NULL)
-                                       r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                if (p->fbo_reflection == 0)
                                        p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
                        }
@@ -5864,6 +6171,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                R_View_UpdateWithScissor(myscissor);
                        else
                                R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
@@ -5912,6 +6220,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                R_View_UpdateWithScissor(myscissor);
                        else
                                R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
@@ -5966,6 +6275,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                        R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
                        R_ClearScreen(r_refdef.fogenabled);
                        R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
 
                        if (!p->fbo_camera)
@@ -5981,6 +6291,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
        if (!r_fb.water.depthtexture)
                R_ClearScreen(r_refdef.fogenabled);
        R_View_Update();
+       R_AnimCache_CacheVisibleEntities();
        goto finish;
 error:
        r_refdef.view = originalview;
@@ -6006,19 +6317,19 @@ finish:
        }
 }
 
-void R_Bloom_StartFrame(void)
+static void R_Bloom_StartFrame(void)
 {
        int i;
        int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
        int viewwidth, viewheight;
-       qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
+       qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
        textype_t textype = TEXTYPE_COLORBUFFER;
 
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               if (vid.support.ext_framebuffer_object)
+               r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
+               if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
                {
                        if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
                        if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
@@ -6027,10 +6338,14 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+               r_fb.usedepthtextures = false;
+               break;
        case RENDERPATH_SOFT:
+               r_fb.usedepthtextures = true;
                break;
        }
 
@@ -6070,7 +6385,7 @@ void R_Bloom_StartFrame(void)
 
        // set bloomwidth and bloomheight to the bloom resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
        r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
        r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
@@ -6158,22 +6473,9 @@ void R_Bloom_StartFrame(void)
                        r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (useviewfbo)
                        {
-                               // FIXME: choose depth bits based on a cvar
-                               r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
+                               r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
                                R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
-#ifndef USE_GLES2
-                               // render depth into one texture and color into the other
-                               if (qglDrawBuffer)
-                               {
-                                       int status;
-                                       qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                                       qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
-                                       if (status != GL_FRAMEBUFFER_COMPLETE)
-                                               Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
-                               }
-#endif
                        }
                }
 
@@ -6189,7 +6491,7 @@ void R_Bloom_StartFrame(void)
        }
 
        // bloom texture is a different resolution
-       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
        r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
        r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
@@ -6206,6 +6508,14 @@ void R_Bloom_StartFrame(void)
        r_fb.screentexcoord2f[6] = 0;
        r_fb.screentexcoord2f[7] = 0;
 
+       if(r_fb.fbo) 
+       {
+               for (i = 1;i < 8;i += 2)
+               {
+                       r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
+               }
+       }
+
        // set up a texcoord array for the reduced resolution bloom image
        // (which will be additive blended over the screen image)
        r_fb.bloomtexcoord2f[0] = 0;
@@ -6229,45 +6539,46 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+               for (i = 0;i < 4;i++)
                {
-                       int i;
-                       for (i = 0;i < 4;i++)
-                       {
-                               r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
-                               r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
-                               r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
-                               r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
-                       }
+                       r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
+                       r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
+                       r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
+                       r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
                }
                break;
        }
 
-       R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
+       R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
 
        if (r_fb.fbo)
                r_refdef.view.clear = true;
 }
 
-void R_Bloom_MakeTexture(void)
+static void R_Bloom_MakeTexture(void)
 {
        int x, range, dir;
        float xoffset, yoffset, r, brighten;
        rtexture_t *intex;
        float colorscale = r_bloom_colorscale.value;
 
-       r_refdef.stats.bloom++;
-
+       r_refdef.stats[r_stat_bloom]++;
+    
+#if 0
+    // this copy is unnecessary since it happens in R_BlendView already
        if (!r_fb.fbo)
        {
                R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-               r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+               r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
        }
+#endif
 
        // scale down screen texture to the bloom texture size
        CHECKGLERROR
        r_fb.bloomindex = 0;
        R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
        R_SetViewport(&r_fb.bloomviewport);
+       GL_DepthTest(false);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
@@ -6290,14 +6601,14 @@ void R_Bloom_MakeTexture(void)
        // TODO: do boxfilter scale-down in shader?
        R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-       r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
+       r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
 
        // we now have a properly scaled bloom image
        if (!r_fb.bloomfbo[r_fb.bloomindex])
        {
                // copy it into the bloom texture
                R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
-               r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
+               r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
        }
 
        // multiply bloom image by itself as many times as desired
@@ -6307,19 +6618,29 @@ void R_Bloom_MakeTexture(void)
                r_fb.bloomindex ^= 1;
                R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
                x *= 2;
-               r = bound(0, r_bloom_colorexponent.value / x, 1);
-               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-               GL_Color(r,r,r,1);
+               r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
+               if (!r_fb.bloomfbo[r_fb.bloomindex])
+               {
+                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
+                       GL_Color(r,r,r,1); // apply fix factor
+               }
+               else
+               {
+                       if(x <= 2)
+                               GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+                       GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
+                       GL_Color(1,1,1,1); // no fix factor supported here
+               }
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
                R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-               r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
+               r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
 
                if (!r_fb.bloomfbo[r_fb.bloomindex])
                {
                        // copy the darkened image to a texture
                        R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
-                       r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
+                       r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
                }
        }
 
@@ -6346,14 +6667,14 @@ void R_Bloom_MakeTexture(void)
                        xoffset /= (float)r_fb.bloomtexturewidth;
                        yoffset /= (float)r_fb.bloomtextureheight;
                        // compute a texcoord array with the specified x and y offset
-                       r_fb.offsettexcoord2f[0] = xoffset+0;
-                       r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
-                       r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
-                       r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
-                       r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
-                       r_fb.offsettexcoord2f[5] = yoffset+0;
-                       r_fb.offsettexcoord2f[6] = xoffset+0;
-                       r_fb.offsettexcoord2f[7] = yoffset+0;
+                       r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
+                       r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
+                       r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
+                       r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
+                       r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
+                       r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
+                       r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
+                       r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
                        // this r value looks like a 'dot' particle, fading sharply to
                        // black at the edges
                        // (probably not realistic but looks good enough)
@@ -6365,7 +6686,7 @@ void R_Bloom_MakeTexture(void)
                        GL_Color(r, r, r, 1);
                        R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-                       r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
+                       r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
 
@@ -6373,7 +6694,7 @@ void R_Bloom_MakeTexture(void)
                {
                        // copy the vertically or horizontally blurred bloom view to a texture
                        R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
-                       r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
+                       r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
                }
        }
 }
@@ -6383,6 +6704,8 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
        unsigned int permutation;
        float uservecs[4][4];
 
+       R_EntityMatrix(&identitymatrix);
+
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -6403,7 +6726,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
                        if (!r_fb.fbo)
                        {
                                R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-                               r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+                               r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                        }
 
                        if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
@@ -6469,7 +6792,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
                                        }
                                        R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
                                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-                                       r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+                                       r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                                }
 
                                // updates old view angles for next pass
@@ -6477,7 +6800,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
 
                                // copy view into the ghost texture
                                R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
-                               r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+                               r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                                r_fb.ghosttexture_valid = true;
                        }
                }
@@ -6585,7 +6908,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
                        break;
                }
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
-               r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
+               r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
                break;
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
@@ -6720,6 +7043,10 @@ void R_UpdateVariables(void)
        {
                r_refdef.lightmapintensity *= r_fakelight_intensity.value;
        }
+       else if (r_refdef.scene.worldmodel)
+       {
+               r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
+       }
        if (r_showsurfaces.integer)
        {
                r_refdef.scene.rtworld = false;
@@ -6729,9 +7056,11 @@ void R_UpdateVariables(void)
                r_refdef.lightmapintensity = 0;
        }
 
+       r_gpuskeletal = false;
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+               r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
@@ -6811,7 +7140,7 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
        }
 }
 
-int R_SortEntities_Compare(const void *ap, const void *bp)
+static int R_SortEntities_Compare(const void *ap, const void *bp)
 {
        const entity_render_t *a = *(const entity_render_t **)ap;
        const entity_render_t *b = *(const entity_render_t **)bp;
@@ -6833,7 +7162,7 @@ int R_SortEntities_Compare(const void *ap, const void *bp)
        // everything we compared is equal
        return 0;
 }
-void R_SortEntities(void)
+static void R_SortEntities(void)
 {
        // below or equal 2 ents, sorting never gains anything
        if(r_refdef.scene.numentities <= 2)
@@ -6848,7 +7177,6 @@ R_RenderView
 ================
 */
 int dpsoftrast_test;
-extern void R_Shadow_UpdateBounceGridTexture(void);
 extern cvar_t r_shadow_bouncegrid;
 void R_RenderView(void)
 {
@@ -6874,6 +7202,7 @@ void R_RenderView(void)
 
        R_AnimCache_ClearCache();
        R_FrameData_NewFrame();
+       R_BufferData_NewFrame();
 
        /* adjust for stereo display */
        if(R_Stereo_Active())
@@ -6905,16 +7234,26 @@ void R_RenderView(void)
        if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
        {
                r_refdef.view.matrix = originalmatrix;
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
+               return;
        }
 
        r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
 
+       if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+               // in sRGB fallback, behave similar to true sRGB: convert this
+               // value from linear to sRGB
+               r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
+
        R_RenderView_UpdateViewVectors();
 
        R_Shadow_UpdateWorldLightSelection();
 
        R_Bloom_StartFrame();
+
+       // apply bloom brightness offset
+       if(r_fb.bloomtexture[0])
+               r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
+
        R_Water_StartFrame();
 
        // now we probably have an fbo to render into
@@ -6942,6 +7281,10 @@ void R_RenderView(void)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
+       R_AnimCache_CacheVisibleEntities();
+       if (r_timereport_active)
+               R_TimeReport("animcache");
+
        R_Shadow_UpdateBounceGridTexture();
        if (r_timereport_active && r_shadow_bouncegrid.integer)
                R_TimeReport("bouncegrid");
@@ -6990,9 +7333,6 @@ void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortex
        }
 }
 
-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);
 static void R_DrawEntityBBoxes(void);
@@ -7006,7 +7346,7 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
        if (r_timereport_active)
                R_TimeReport("beginscene");
 
-       r_refdef.stats.renders++;
+       r_refdef.stats[r_stat_renders]++;
 
        R_UpdateFog();
 
@@ -7163,7 +7503,8 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
                        R_TimeReport("lightning");
        }
 
-       VM_CL_AddPolygonsToMeshQueue();
+       if (cl.csqc_loaded)
+               VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
 
        if (r_refdef.view.showdebug)
        {
@@ -7249,7 +7590,7 @@ static const unsigned short bboxelements[36] =
        1, 0, 2, 1, 2, 3,
 };
 
-void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
 {
        int i;
        float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
@@ -7290,10 +7631,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
 
 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
+       prvm_prog_t *prog = SVVM_prog;
        int i;
        float color[4];
        prvm_edict_t *edict;
-       prvm_prog_t *prog_save = prog;
 
        // this function draws bounding boxes of server entities
        if (!sv.active)
@@ -7302,8 +7643,6 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
        GL_CullFace(GL_NONE);
        R_SetupShader_Generic_NoTexture(false, false);
 
-       prog = 0;
-       SV_VM_Begin();
        for (i = 0;i < numsurfaces;i++)
        {
                edict = PRVM_EDICT_NUM(surfacelist[i]);
@@ -7314,6 +7653,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                        case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
                        case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
                        case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
+                       case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
                        default:             Vector4Set(color, 0, 0, 0, 0.50);break;
                }
                color[3] *= r_showbboxes.value;
@@ -7322,8 +7662,6 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                GL_CullFace(r_refdef.view.cullface_front);
                R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
        }
-       SV_VM_End();
-       prog = prog_save;
 }
 
 static void R_DrawEntityBBoxes(void)
@@ -7331,14 +7669,12 @@ static void R_DrawEntityBBoxes(void)
        int i;
        prvm_edict_t *edict;
        vec3_t center;
-       prvm_prog_t *prog_save = prog;
+       prvm_prog_t *prog = SVVM_prog;
 
        // this function draws bounding boxes of server entities
        if (!sv.active)
                return;
 
-       prog = 0;
-       SV_VM_Begin();
        for (i = 0;i < prog->num_edicts;i++)
        {
                edict = PRVM_EDICT_NUM(i);
@@ -7350,10 +7686,8 @@ static void R_DrawEntityBBoxes(void)
                if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
                        continue;
                VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
-               R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+               R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
        }
-       SV_VM_End();
-       prog = prog_save;
 }
 
 static const int nomodelelement3i[24] =
@@ -7400,7 +7734,7 @@ static const float nomodelcolor4f[6*4] =
        0.5f, 0.0f, 0.0f, 1.0f
 };
 
-void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        int i;
        float f1, f2, *c;
@@ -7460,12 +7794,12 @@ void R_DrawNoModel(entity_render_t *ent)
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
        else
                R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
 }
 
-void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
 {
        vec3_t right1, right2, diff, normal;
 
@@ -7511,7 +7845,7 @@ void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t le
        vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
 }
 
-int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
+static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
 {
        int i;
        float *vertex3f;
@@ -7554,7 +7888,7 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
        }
 }
 
-void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
 {
        int i;
        int *e, element[3];
@@ -7673,7 +8007,7 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
        return (float) f;
 }
 
-void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
+static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
 {
        int w, h, idx;
        double f;
@@ -7737,7 +8071,7 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
        Matrix4x4_Concat(texmatrix, &matrix, &temp);
 }
 
-void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
+static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
 {
        int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
        char name[MAX_QPATH];
@@ -7768,15 +8102,15 @@ texture_t *R_GetCurrentTexture(texture_t *t)
 {
        int i;
        const entity_render_t *ent = rsurface.entity;
-       dp_model_t *model = ent->model;
+       dp_model_t *model = ent->model; // when calling this, ent must not be NULL
        q3shaderinfo_layer_tcmod_t *tcmod;
 
-       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
+       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
                return t->currentframe;
        t->update_lastrenderframe = r_textureframe;
        t->update_lastrenderentity = (void *)ent;
 
-       if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
+       if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
                t->camera_entity = ent->entitynumber;
        else
                t->camera_entity = 0;
@@ -7844,7 +8178,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        {
                // no modellight if using fakelight for the map
        }
-       else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+       else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
                // pick a model lighting mode
                if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
@@ -7920,6 +8254,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
                if (!t->backgroundnmaptexture)
                        t->backgroundnmaptexture = r_texture_blanknormalmap;
+               // make sure that if glow is going to be used, both textures are not NULL
+               if (!t->backgroundglowtexture && t->glowtexture)
+                       t->backgroundglowtexture = r_texture_black;
+               if (!t->glowtexture && t->backgroundglowtexture)
+                       t->glowtexture = r_texture_black;
        }
        else
        {
@@ -7962,13 +8301,15 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->basetexture = r_texture_grey128;
                t->pantstexture = r_texture_black;
                t->shirttexture = r_texture_black;
-               t->nmaptexture = r_texture_blanknormalmap;
+               if (gl_lightmaps.integer < 2)
+                       t->nmaptexture = r_texture_blanknormalmap;
                t->glosstexture = r_texture_black;
                t->glowtexture = NULL;
                t->fogtexture = NULL;
                t->reflectmasktexture = NULL;
                t->backgroundbasetexture = NULL;
-               t->backgroundnmaptexture = r_texture_blanknormalmap;
+               if (gl_lightmaps.integer < 2)
+                       t->backgroundnmaptexture = r_texture_blanknormalmap;
                t->backgroundglosstexture = r_texture_black;
                t->backgroundglowtexture = NULL;
                t->specularscale = 0;
@@ -8003,7 +8344,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        blendfunc2 = GL_ZERO;
                }
                // don't colormod evilblend textures
-               if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
+               if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
                        VectorSet(t->lightmapcolor, 1, 1, 1);
                depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
@@ -8108,6 +8449,11 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.ent_alttextures = false;
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
+       rsurface.entityskeletaltransform3x4 = NULL;
+       rsurface.entityskeletaltransform3x4buffer = NULL;
+       rsurface.entityskeletaltransform3x4offset = 0;
+       rsurface.entityskeletaltransform3x4size = 0;;
+       rsurface.entityskeletalnumtransforms = 0;
        rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
        rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
@@ -8129,6 +8475,12 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
+       rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
+       rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
+       rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
        rsurface.modelelement3i = model->surfmesh.data_element3i;
        rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
        rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
@@ -8139,9 +8491,9 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.modelnumvertices = model->surfmesh.num_vertices;
        rsurface.modelnumtriangles = model->surfmesh.num_triangles;
        rsurface.modelsurfaces = model->data_surfaces;
-       rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
-       rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
-       rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
+       rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
+       rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
        rsurface.modelgeneratedvertex = false;
        rsurface.batchgeneratedvertex = false;
        rsurface.batchfirstvertex = 0;
@@ -8169,9 +8521,15 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.batchtexcoordlightmap2f = NULL;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchskeletalindex4ub = NULL;
+       rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalindex4ub_bufferoffset = 0;
+       rsurface.batchskeletalweight4ub = NULL;
+       rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalweight4ub_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
-       rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertex3fbuffer = NULL;
+       rsurface.batchvertexmesh_vertexbuffer = NULL;
+       rsurface.batchvertexmesh_bufferoffset = 0;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -8181,6 +8539,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = false;
 }
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
@@ -8223,63 +8582,129 @@ 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 && model->AnimateVertices)
+       // if the animcache code decided it should use the shader path, skip the deform step
+       rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
+       rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
+       rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
+       rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
+       rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
+       if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
        {
                if (ent->animcache_vertex3f)
                {
+                       r_refdef.stats[r_stat_batch_entitycache_count]++;
+                       r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
+                       r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
+                       r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
                        rsurface.modelvertex3f = ent->animcache_vertex3f;
+                       rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
+                       rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
                        rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
+                       rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
+                       rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
                        rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
+                       rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
+                       rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
                        rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
+                       rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
+                       rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
                        rsurface.modelvertexmesh = ent->animcache_vertexmesh;
-                       rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
-                       rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
+                       rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
+                       rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
                }
                else if (wanttangents)
                {
+                       r_refdef.stats[r_stat_batch_entityanimate_count]++;
+                       r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
+                       r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
+                       r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
                        rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
                        rsurface.modelvertexmesh = NULL;
-                       rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertex3fbuffer = NULL;
+                       rsurface.modelvertexmesh_vertexbuffer = NULL;
+                       rsurface.modelvertexmesh_bufferoffset = 0;
+                       rsurface.modelvertex3f_vertexbuffer = NULL;
+                       rsurface.modelvertex3f_bufferoffset = 0;
+                       rsurface.modelvertex3f_vertexbuffer = 0;
+                       rsurface.modelvertex3f_bufferoffset = 0;
+                       rsurface.modelsvector3f_vertexbuffer = 0;
+                       rsurface.modelsvector3f_bufferoffset = 0;
+                       rsurface.modeltvector3f_vertexbuffer = 0;
+                       rsurface.modeltvector3f_bufferoffset = 0;
+                       rsurface.modelnormal3f_vertexbuffer = 0;
+                       rsurface.modelnormal3f_bufferoffset = 0;
                }
                else if (wantnormals)
                {
+                       r_refdef.stats[r_stat_batch_entityanimate_count]++;
+                       r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
+                       r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
+                       r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
                        rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
                        rsurface.modelvertexmesh = NULL;
-                       rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertex3fbuffer = NULL;
+                       rsurface.modelvertexmesh_vertexbuffer = NULL;
+                       rsurface.modelvertexmesh_bufferoffset = 0;
+                       rsurface.modelvertex3f_vertexbuffer = NULL;
+                       rsurface.modelvertex3f_bufferoffset = 0;
+                       rsurface.modelvertex3f_vertexbuffer = 0;
+                       rsurface.modelvertex3f_bufferoffset = 0;
+                       rsurface.modelsvector3f_vertexbuffer = 0;
+                       rsurface.modelsvector3f_bufferoffset = 0;
+                       rsurface.modeltvector3f_vertexbuffer = 0;
+                       rsurface.modeltvector3f_bufferoffset = 0;
+                       rsurface.modelnormal3f_vertexbuffer = 0;
+                       rsurface.modelnormal3f_bufferoffset = 0;
                }
                else
                {
+                       r_refdef.stats[r_stat_batch_entityanimate_count]++;
+                       r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
+                       r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
+                       r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
                        rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
                        rsurface.modelvertexmesh = NULL;
-                       rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertex3fbuffer = NULL;
-               }
-               rsurface.modelvertex3f_vertexbuffer = 0;
-               rsurface.modelvertex3f_bufferoffset = 0;
-               rsurface.modelsvector3f_vertexbuffer = 0;
-               rsurface.modelsvector3f_bufferoffset = 0;
-               rsurface.modeltvector3f_vertexbuffer = 0;
-               rsurface.modeltvector3f_bufferoffset = 0;
-               rsurface.modelnormal3f_vertexbuffer = 0;
-               rsurface.modelnormal3f_bufferoffset = 0;
+                       rsurface.modelvertexmesh_vertexbuffer = NULL;
+                       rsurface.modelvertexmesh_bufferoffset = 0;
+                       rsurface.modelvertex3f_vertexbuffer = NULL;
+                       rsurface.modelvertex3f_bufferoffset = 0;
+                       rsurface.modelvertex3f_vertexbuffer = 0;
+                       rsurface.modelvertex3f_bufferoffset = 0;
+                       rsurface.modelsvector3f_vertexbuffer = 0;
+                       rsurface.modelsvector3f_bufferoffset = 0;
+                       rsurface.modeltvector3f_vertexbuffer = 0;
+                       rsurface.modeltvector3f_bufferoffset = 0;
+                       rsurface.modelnormal3f_vertexbuffer = 0;
+                       rsurface.modelnormal3f_bufferoffset = 0;
+               }
                rsurface.modelgeneratedvertex = true;
        }
        else
        {
+               if (rsurface.entityskeletaltransform3x4)
+               {
+                       r_refdef.stats[r_stat_batch_entityskeletal_count]++;
+                       r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
+                       r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
+                       r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
+               }
+               else
+               {
+                       r_refdef.stats[r_stat_batch_entitystatic_count]++;
+                       r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
+                       r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
+                       r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
+               }
                rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
                rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
                rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
@@ -8292,9 +8717,9 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
                rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
                rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
-               rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
-               rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
-               rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
+               rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
+               rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+               rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
                rsurface.modelgeneratedvertex = false;
        }
        rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
@@ -8306,6 +8731,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
+       rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
+       rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
+       rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
        rsurface.modelelement3i = model->surfmesh.data_element3i;
        rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
        rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
@@ -8342,9 +8773,15 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.batchtexcoordlightmap2f = NULL;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchskeletalindex4ub = NULL;
+       rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalindex4ub_bufferoffset = 0;
+       rsurface.batchskeletalweight4ub = NULL;
+       rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalweight4ub_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
-       rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertex3fbuffer = NULL;
+       rsurface.batchvertexmesh_vertexbuffer = NULL;
+       rsurface.batchvertexmesh_bufferoffset = 0;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -8354,6 +8791,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = false;
 }
 
 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
@@ -8389,6 +8827,15 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.ent_alttextures = false;
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
+       rsurface.entityskeletaltransform3x4 = NULL;
+       rsurface.entityskeletaltransform3x4buffer = NULL;
+       rsurface.entityskeletaltransform3x4offset = 0;
+       rsurface.entityskeletaltransform3x4size = 0;
+       rsurface.entityskeletalnumtransforms = 0;
+       r_refdef.stats[r_stat_batch_entitycustom_count]++;
+       r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
+       r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
+       r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
        if (wanttangents)
        {
                rsurface.modelvertex3f = (float *)vertex3f;
@@ -8411,8 +8858,8 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
                rsurface.modelnormal3f = NULL;
        }
        rsurface.modelvertexmesh = NULL;
-       rsurface.modelvertexmeshbuffer = NULL;
-       rsurface.modelvertex3fbuffer = NULL;
+       rsurface.modelvertexmesh_vertexbuffer = NULL;
+       rsurface.modelvertexmesh_bufferoffset = 0;
        rsurface.modelvertex3f_vertexbuffer = 0;
        rsurface.modelvertex3f_bufferoffset = 0;
        rsurface.modelsvector3f_vertexbuffer = 0;
@@ -8431,6 +8878,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.modeltexcoordlightmap2f  = NULL;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
        rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
+       rsurface.modelskeletalindex4ub = NULL;
+       rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.modelskeletalindex4ub_bufferoffset = 0;
+       rsurface.modelskeletalweight4ub = NULL;
+       rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.modelskeletalweight4ub_bufferoffset = 0;
        rsurface.modelelement3i = (int *)element3i;
        rsurface.modelelement3i_indexbuffer = NULL;
        rsurface.modelelement3i_bufferoffset = 0;
@@ -8465,9 +8918,15 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.batchtexcoordlightmap2f = NULL;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchskeletalindex4ub = NULL;
+       rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalindex4ub_bufferoffset = 0;
+       rsurface.batchskeletalweight4ub = NULL;
+       rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalweight4ub_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
-       rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertex3fbuffer = NULL;
+       rsurface.batchvertexmesh_vertexbuffer = NULL;
+       rsurface.batchvertexmesh_bufferoffset = 0;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -8477,6 +8936,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = true;
 
        if (rsurface.modelnumvertices && rsurface.modelelement3i)
        {
@@ -8526,7 +8986,7 @@ float RSurf_FogVertex(const float *v)
        return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }
 
-void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
+static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
 {
        int i;
        for (i = 0;i < numelements;i++)
@@ -8548,6 +9008,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        int surfacefirstvertex;
        int surfaceendvertex;
        int surfacenumvertices;
+       int batchnumsurfaces = texturenumsurfaces;
        int batchnumvertices;
        int batchnumtriangles;
        int needsupdate;
@@ -8559,6 +9020,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        float scale;
        float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
        float waveparms[4];
+       unsigned char *ub;
        q3shaderinfo_deform_t *deform;
        const msurface_t *surface, *firstsurface;
        r_vertexmesh_t *vertexmesh;
@@ -8588,6 +9050,13 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                batchnumtriangles += surfacenumtriangles;
        }
 
+       r_refdef.stats[r_stat_batch_batches]++;
+       if (gaps)
+               r_refdef.stats[r_stat_batch_withgaps]++;
+       r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
+       r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
+       r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
+
        // we now know the vertex range used, and if there are any gaps in it
        rsurface.batchfirstvertex = firstvertex;
        rsurface.batchnumvertices = endvertex - firstvertex;
@@ -8601,11 +9070,30 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        // check if any dynamic vertex processing must occur
        dynamicvertex = false;
 
+       // a cvar to force the dynamic vertex path to be taken, for debugging
+       if (r_batch_debugdynamicvertexpath.integer)
+       {
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
+               }
+               dynamicvertex = true;
+       }
+
        // if there is a chance of animated vertex colors, it's a dynamic batch
        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
        {
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
+               }
                dynamicvertex = true;
-               batchneed |= BATCHNEED_NOGAPS;
                needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
        }
 
@@ -8626,37 +9114,79 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                case Q3DEFORM_NONE:
                        break;
                case Q3DEFORM_AUTOSPRITE:
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
+                       }
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_AUTOSPRITE2:
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
+                       }
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_NORMAL:
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
+                       }
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_WAVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
                                break; // if wavefunc is a nop, ignore this transform
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
+                       }
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_BULGE:
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
+                       }
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_MOVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
                                break; // if wavefunc is a nop, ignore this transform
+                       if (!dynamicvertex)
+                       {
+                               r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
+                               r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
+                               r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
+                               r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
+                       }
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
                        break;
                }
@@ -8667,36 +9197,90 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        case Q3TCGEN_TEXTURE:
                break;
        case Q3TCGEN_LIGHTMAP:
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
+               }
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
                needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
                break;
        case Q3TCGEN_VECTOR:
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
+               }
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                break;
        case Q3TCGEN_ENVIRONMENT:
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
+               }
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                break;
        }
        if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
+               }
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
        }
 
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
        {
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
+               }
                dynamicvertex = true;
-               batchneed |= BATCHNEED_NOGAPS;
                needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
        }
 
-       if (dynamicvertex || gaps || rsurface.batchfirstvertex)
+       // when the model data has no vertex buffer (dynamic mesh), we need to
+       // eliminate gaps
+       if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
+               batchneed |= BATCHNEED_NOGAPS;
+
+       // the caller can specify BATCHNEED_NOGAPS to force a batch with
+       // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
+       // we ensure this by treating the vertex batch as dynamic...
+       if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
+       {
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
+               }
+               dynamicvertex = true;
+       }
+
+       if (dynamicvertex)
        {
                // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
@@ -8705,25 +9289,38 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
                if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
                if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
+               if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
        }
 
-       // when the model data has no vertex buffer (dynamic mesh), we need to
-       // eliminate gaps
-       if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
-               batchneed |= BATCHNEED_NOGAPS;
-
        // if needsupdate, we have to do a dynamic vertex batch for sure
        if (needsupdate & batchneed)
+       {
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
+               }
                dynamicvertex = true;
+       }
 
        // see if we need to build vertexmesh from arrays
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
+       {
+               if (!dynamicvertex)
+               {
+                       r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
+                       r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
+               }
                dynamicvertex = true;
+       }
 
-       // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
-       // also some drivers strongly dislike firstvertex
-       if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
-               dynamicvertex = true;
+       // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
+       if (dynamicvertex && rsurface.entityskeletaltransform3x4)
+               batchneed |= BATCHNEED_ARRAY_SKELETAL;
 
        rsurface.batchvertex3f = rsurface.modelvertex3f;
        rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
@@ -8746,15 +9343,26 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
        rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
-       rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
+       rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
+       rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
+       rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
+       rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
+       rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
+       rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
        rsurface.batchvertexmesh = rsurface.modelvertexmesh;
-       rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
+       rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
+       rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
        rsurface.batchelement3i = rsurface.modelelement3i;
        rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
        rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
        rsurface.batchelement3s = rsurface.modelelement3s;
        rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
        rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
+       rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
+       rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
+       rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
+       rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
+       rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
 
        // if any dynamic vertex processing has to occur in software, we copy the
        // entire surface list together before processing to rebase the vertices
@@ -8764,10 +9372,15 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        // copy the surface list together to avoid wasting upload bandwidth on the
        // vertices in the gaps.
        //
-       // if gaps exist and we have a static vertex buffer, we still have to
-       // combine the index buffer ranges into one dynamic index buffer.
+       // if gaps exist and we have a static vertex buffer, we can choose whether
+       // to combine the index buffer ranges into one dynamic index buffer or
+       // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
        //
-       // in all cases we end up with data that can be drawn in one call.
+       // in many cases the batch is reduced to one draw call.
+
+       rsurface.batchmultidraw = false;
+       rsurface.batchmultidrawnumsurfaces = 0;
+       rsurface.batchmultidrawsurfacelist = NULL;
 
        if (!dynamicvertex)
        {
@@ -8777,6 +9390,17 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // otherwise use the original static buffer with an appropriate offset
                if (gaps)
                {
+                       r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
+                       r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
+                       if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
+                       {
+                               rsurface.batchmultidraw = true;
+                               rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
+                               rsurface.batchmultidrawsurfacelist = texturesurfacelist;
+                               return;
+                       }
                        // build a new triangle elements array for this batch
                        rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                        rsurface.batchfirsttriangle = 0;
@@ -8800,6 +9424,21 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                for (i = 0;i < numtriangles*3;i++)
                                        rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                        }
+                       // upload buffer data for the copytriangles batch
+                       if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
+                       {
+                               if (rsurface.batchelement3s)
+                                       rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo);
+                               else if (rsurface.batchelement3i)
+                                       rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo);
+                       }
+               }
+               else
+               {
+                       r_refdef.stats[r_stat_batch_fast_batches] += 1;
+                       r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
+                       r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
+                       r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
                }
                return;
        }
@@ -8808,14 +9447,21 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        // we only directly handle separate array data in this case and then
        // generate interleaved data if needed...
        rsurface.batchgeneratedvertex = true;
+       r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
+       r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
+       r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
+       r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
 
        // now copy the vertex data into a combined array and make an index array
        // (this is what Quake3 does all the time)
-       //if (gaps || rsurface.batchfirstvertex)
+       // we also apply any skeletal animation here that would have been done in
+       // the vertex shader, because most of the dynamic vertex animation cases
+       // need actual vertex positions and normals
+       //if (dynamicvertex)
        {
-               rsurface.batchvertex3fbuffer = NULL;
                rsurface.batchvertexmesh = NULL;
-               rsurface.batchvertexmeshbuffer = NULL;
+               rsurface.batchvertexmesh_vertexbuffer = NULL;
+               rsurface.batchvertexmesh_bufferoffset = 0;
                rsurface.batchvertex3f = NULL;
                rsurface.batchvertex3f_vertexbuffer = NULL;
                rsurface.batchvertex3f_bufferoffset = 0;
@@ -8837,12 +9483,21 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchtexcoordlightmap2f = NULL;
                rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
                rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+               rsurface.batchskeletalindex4ub = NULL;
+               rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+               rsurface.batchskeletalindex4ub_bufferoffset = 0;
+               rsurface.batchskeletalweight4ub = NULL;
+               rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+               rsurface.batchskeletalweight4ub_bufferoffset = 0;
                rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                rsurface.batchelement3i_indexbuffer = NULL;
                rsurface.batchelement3i_bufferoffset = 0;
                rsurface.batchelement3s = NULL;
                rsurface.batchelement3s_indexbuffer = NULL;
                rsurface.batchelement3s_bufferoffset = 0;
+               rsurface.batchskeletaltransform3x4buffer = NULL;
+               rsurface.batchskeletaltransform3x4offset = 0;
+               rsurface.batchskeletaltransform3x4size = 0;
                // we'll only be setting up certain arrays as needed
                if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
                        rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
@@ -8861,6 +9516,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
                        rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+               if (batchneed & BATCHNEED_ARRAY_SKELETAL)
+               {
+                       rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
+                       rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
+               }
                numvertices = 0;
                numtriangles = 0;
                for (i = 0;i < texturenumsurfaces;i++)
@@ -8922,6 +9582,22 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        else
                                                memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
                                }
+                               if (batchneed & BATCHNEED_ARRAY_SKELETAL)
+                               {
+                                       if (rsurface.modelskeletalindex4ub)
+                                       {
+                                               memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
+                                               memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
+                                       }
+                                       else
+                                       {
+                                               memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
+                                               memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
+                                               ub = rsurface.batchskeletalweight4ub + 4*numvertices;
+                                               for (j = 0;j < surfacenumvertices;j++)
+                                                       ub[j*4] = 255;
+                                       }
+                               }
                        }
                        RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
                        numvertices += surfacenumvertices;
@@ -8944,6 +9620,133 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchnumtriangles = batchnumtriangles;
        }
 
+       // apply skeletal animation that would have been done in the vertex shader
+       if (rsurface.batchskeletaltransform3x4)
+       {
+               const unsigned char *si;
+               const unsigned char *sw;
+               const float *t[4];
+               const float *b = rsurface.batchskeletaltransform3x4;
+               float *vp, *vs, *vt, *vn;
+               float w[4];
+               float m[3][4], n[3][4];
+               float tp[3], ts[3], tt[3], tn[3];
+               r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
+               r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
+               r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
+               r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
+               si = rsurface.batchskeletalindex4ub;
+               sw = rsurface.batchskeletalweight4ub;
+               vp = rsurface.batchvertex3f;
+               vs = rsurface.batchsvector3f;
+               vt = rsurface.batchtvector3f;
+               vn = rsurface.batchnormal3f;
+               memset(m[0], 0, sizeof(m));
+               memset(n[0], 0, sizeof(n));
+               for (i = 0;i < batchnumvertices;i++)
+               {
+                       t[0] = b + si[0]*12;
+                       if (sw[0] == 255)
+                       {
+                               // common case - only one matrix
+                               m[0][0] = t[0][ 0];
+                               m[0][1] = t[0][ 1];
+                               m[0][2] = t[0][ 2];
+                               m[0][3] = t[0][ 3];
+                               m[1][0] = t[0][ 4];
+                               m[1][1] = t[0][ 5];
+                               m[1][2] = t[0][ 6];
+                               m[1][3] = t[0][ 7];
+                               m[2][0] = t[0][ 8];
+                               m[2][1] = t[0][ 9];
+                               m[2][2] = t[0][10];
+                               m[2][3] = t[0][11];
+                       }
+                       else if (sw[2] + sw[3])
+                       {
+                               // blend 4 matrices
+                               t[1] = b + si[1]*12;
+                               t[2] = b + si[2]*12;
+                               t[3] = b + si[3]*12;
+                               w[0] = sw[0] * (1.0f / 255.0f);
+                               w[1] = sw[1] * (1.0f / 255.0f);
+                               w[2] = sw[2] * (1.0f / 255.0f);
+                               w[3] = sw[3] * (1.0f / 255.0f);
+                               // blend the matrices
+                               m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
+                               m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
+                               m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
+                               m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
+                               m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
+                               m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
+                               m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
+                               m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
+                               m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
+                               m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
+                               m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
+                               m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
+                       }
+                       else
+                       {
+                               // blend 2 matrices
+                               t[1] = b + si[1]*12;
+                               w[0] = sw[0] * (1.0f / 255.0f);
+                               w[1] = sw[1] * (1.0f / 255.0f);
+                               // blend the matrices
+                               m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
+                               m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
+                               m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
+                               m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
+                               m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
+                               m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
+                               m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
+                               m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
+                               m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
+                               m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
+                               m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
+                               m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
+                       }
+                       si += 4;
+                       sw += 4;
+                       // modify the vertex
+                       VectorCopy(vp, tp);
+                       vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
+                       vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
+                       vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
+                       vp += 3;
+                       if (vn)
+                       {
+                               // the normal transformation matrix is a set of cross products...
+                               CrossProduct(m[1], m[2], n[0]);
+                               CrossProduct(m[2], m[0], n[1]);
+                               CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
+                               VectorCopy(vn, tn);
+                               vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
+                               vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
+                               vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
+                               VectorNormalize(vn);
+                               vn += 3;
+                               if (vs)
+                               {
+                                       VectorCopy(vs, ts);
+                                       vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
+                                       vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
+                                       vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
+                                       VectorNormalize(vs);
+                                       vs += 3;
+                                       VectorCopy(vt, tt);
+                                       vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
+                                       vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
+                                       vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
+                                       VectorNormalize(vt);
+                                       vt += 3;
+                               }
+                       }
+               }
+               rsurface.batchskeletaltransform3x4 = NULL;
+               rsurface.batchskeletalnumtransforms = 0;
+       }
+
        // q1bsp surfaces rendered in vertex color mode have to have colors
        // calculated based on lightstyles
        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
@@ -9361,7 +10164,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        {
                // convert the modified arrays to vertex structs
 //             rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
-//             rsurface.batchvertexmeshbuffer = NULL;
+//             rsurface.batchvertexmesh_vertexbuffer = NULL;
+//             rsurface.batchvertexmesh_bufferoffset = 0;
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
                        for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
@@ -9385,6 +10189,46 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
                        for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
+               if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
+               {
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
+                       {
+                               Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
+                               Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
+                       }
+               }
+       }
+
+       // upload buffer data for the dynamic batch
+       if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
+       {
+               if (rsurface.batchvertexmesh)
+                       rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset, !vid.forcevbo);
+               else
+               {
+                       if (rsurface.batchvertex3f)
+                               rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset, !vid.forcevbo);
+                       if (rsurface.batchsvector3f)
+                               rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset, !vid.forcevbo);
+                       if (rsurface.batchtvector3f)
+                               rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset, !vid.forcevbo);
+                       if (rsurface.batchnormal3f)
+                               rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset, !vid.forcevbo);
+                       if (rsurface.batchlightmapcolor4f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
+                               rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset, !vid.forcevbo);
+                       if (rsurface.batchtexcoordtexture2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
+                               rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset, !vid.forcevbo);
+                       if (rsurface.batchtexcoordlightmap2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
+                               rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset, !vid.forcevbo);
+                       if (rsurface.batchskeletalindex4ub)
+                               rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset, !vid.forcevbo);
+                       if (rsurface.batchskeletalweight4ub)
+                               rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset, !vid.forcevbo);
+               }
+               if (rsurface.batchelement3s)
+                       rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo);
+               else if (rsurface.batchelement3i)
+                       rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo);
        }
 }
 
@@ -9420,7 +10264,31 @@ void RSurf_DrawBatch(void)
                }
        }
 #endif
-       R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
+       if (rsurface.batchmultidraw)
+       {
+               // issue multiple draws rather than copying index data
+               int numsurfaces = rsurface.batchmultidrawnumsurfaces;
+               const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
+               int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
+               for (i = 0;i < numsurfaces;)
+               {
+                       // combine consecutive surfaces as one draw
+                       for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
+                               if (surfacelist[j] != surfacelist[k] + 1)
+                                       break;
+                       firstvertex = surfacelist[i]->num_firstvertex;
+                       endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
+                       firsttriangle = surfacelist[i]->num_firsttriangle;
+                       endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
+                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
+                       i = j;
+               }
+       }
+       else
+       {
+               // there is only one consecutive run of index data (may have been combined)
+               R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
+       }
 }
 
 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
@@ -9440,7 +10308,7 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
                d = 0;
                if(!prepared)
                {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
                        prepared = true;
                        if(rsurface.batchnumvertices == 0)
                                break;
@@ -9487,7 +10355,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
                rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
                rsurface.passcolor4f_vertexbuffer = 0;
                rsurface.passcolor4f_bufferoffset = 0;
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = c[0] * f;
@@ -9586,6 +10454,8 @@ static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qb
        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        R_Mesh_TexBind(0, rsurface.lightmaptexture);
+       R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+       R_Mesh_TexMatrix(0, NULL);
        RSurf_DrawBatch();
 }
 
@@ -9781,17 +10651,14 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
-                       R_SetupShader_DepthOrShadow(false);
+                       R_SetupShader_DepthOrShadow(false, false, false);
                        // depth-only (masking)
                        GL_ColorMask(0,0,0,0);
                        // just to make sure that braindead drivers don't draw
                        // anything despite that colormask...
                        GL_BlendFunc(GL_ZERO, GL_ONE);
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-                       if (rsurface.batchvertex3fbuffer)
-                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
-                       else
-                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+                       R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                }
                else
                {
@@ -9822,6 +10689,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                GL_DepthMask(true);
                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
                RSurf_DrawBatch();
+               return;
        }
 
        // bind lightmap texture
@@ -9964,8 +10832,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        R_Mesh_TexBind(1, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch();
                        break;
                default:
@@ -10007,7 +10875,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                switch (layer->type)
                {
                case TEXTURELAYERTYPE_LITTEXTURE:
-                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
+                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
                        {
                                // two-pass lit texture with 2x rgbscale
                                // first the lightmap pass
@@ -10040,6 +10908,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(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 if (FAKELIGHT_ENABLED)
+                                       RSurf_DrawBatch_GL11_FakeLight(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(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);
                        }
@@ -10067,8 +10937,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        }
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch();
                        break;
                default:
@@ -10203,7 +11073,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        {
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
-               for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
+               for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
                {
                        VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
                        Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
@@ -10215,7 +11085,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        {
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
-               for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
+               for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
                {
                        unsigned char c = (vi << 3) * (1.0f / 256.0f);
                        VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
@@ -10398,14 +11268,11 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_DepthMask(true);
 //                             R_Mesh_ResetTextureState();
-                               R_SetupShader_DepthOrShadow(false);
                        }
                        RSurf_SetupDepthAndCulling();
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
-                       if (rsurface.batchvertex3fbuffer)
-                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
-                       else
-                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+                       R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
+                       R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                        RSurf_DrawBatch();
                }
                if (setup)
@@ -10457,7 +11324,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
+static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // transparent surfaces get pushed off into the transparent queue
        int surfacelistindex;
@@ -10466,17 +11333,26 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const
        for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
        {
                surface = texturesurfacelist[surfacelistindex];
-               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;
+               if (r_transparent_sortsurfacesbynearest.integer)
+               {
+                       tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
+                       tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
+                       tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
+               }
+               else
+               {
+                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+               }
                Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
-               if (queueentity->transparent_offset) // transparent offset
+               if (rsurface.entity->transparent_offset) // transparent offset
                {
-                       center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
-                       center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
-                       center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+                       center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
+                       center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
+                       center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
                }
-               R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
        }
 }
 
@@ -10487,17 +11363,14 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu
        if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
                return;
        RSurf_SetupDepthAndCulling();
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
-       if (rsurface.batchvertex3fbuffer)
-               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
-       else
-               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
+       R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
        RSurf_DrawBatch();
 }
 
 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
-       const entity_render_t *queueentity = r_refdef.scene.worldentity;
        CHECKGLERROR
        if (depthonly)
                R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
@@ -10506,7 +11379,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                if (!rsurface.texture->currentnumlayers)
                        return;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
@@ -10514,11 +11387,11 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
-       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
        {
                // in the deferred case, transparent surfaces were queued during prepass
                if (!r_shadow_usingdeferredprepass)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
@@ -10528,7 +11401,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
        CHECKGLERROR
 }
 
-void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        int i, j;
        texture_t *texture;
@@ -10574,7 +11447,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
        R_FrameData_ReturnToMark();
 }
 
-static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        CHECKGLERROR
        if (depthonly)
@@ -10584,7 +11457,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                if (!rsurface.texture->currentnumlayers)
                        return;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
@@ -10592,11 +11465,11 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
-       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
        {
                // in the deferred case, transparent surfaces were queued during prepass
                if (!r_shadow_usingdeferredprepass)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
@@ -10606,7 +11479,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
        CHECKGLERROR
 }
 
-void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        int i, j;
        texture_t *texture;
@@ -10647,7 +11520,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                                ;
                }
                // render the range of surfaces
-               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
+               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
        }
        R_FrameData_ReturnToMark();
 }
@@ -10672,7 +11545,7 @@ unsigned short locboxelements[6*2*3] =
        20,21,22, 20,22,23
 };
 
-void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static 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;
@@ -10724,7 +11597,7 @@ void R_DrawLocs(void)
        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);
+               R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
        }
 }
 
@@ -11169,7 +12042,6 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
        else
                frametime = 0;
        decalsystem->lastupdatetime = r_refdef.scene.time;
-       decal = decalsystem->decals;
        numdecals = decalsystem->numdecals;
 
        for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
@@ -11246,7 +12118,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                RSurf_ActiveModelEntity(ent, false, false, false);
 
        decalsystem->lastupdatetime = r_refdef.scene.time;
-       decal = decalsystem->decals;
 
        faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
 
@@ -11325,7 +12196,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
 
        if (numtris > 0)
        {
-               r_refdef.stats.drawndecals += numtris;
+               r_refdef.stats[r_stat_drawndecals] += numtris;
 
                // now render the decals all at once
                // (this assumes they all use one particle font texture!)
@@ -11363,7 +12234,7 @@ static void R_DrawModelDecals(void)
        for (i = 0;i < r_refdef.scene.numentities;i++)
                numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
 
-       r_refdef.stats.totaldecals += numdecals;
+       r_refdef.stats[r_stat_totaldecals] += numdecals;
 
        if (r_showsurfaces.integer)
                return;
@@ -11380,7 +12251,7 @@ static void R_DrawModelDecals(void)
 }
 
 extern cvar_t mod_collision_bih;
-void R_DrawDebugModel(void)
+static void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
        int i, j, k, l, flagsmask;
@@ -11435,13 +12306,12 @@ void R_DrawDebugModel(void)
        {
                int triangleindex;
                int bihleafindex;
-               qboolean cullbox = ent == r_refdef.scene.worldentity;
+               qboolean cullbox = false;
                const q3mbrush_t *brush;
                const bih_t *bih = &model->collision_bih;
                const bih_leaf_t *bihleaf;
                float vertex3f[3][3];
                GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
-               cullbox = false;
                for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
                {
                        if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
@@ -11595,7 +12465,6 @@ void R_DrawDebugModel(void)
 #endif
 }
 
-extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 int r_maxsurfacelist = 0;
 const msurface_t **r_surfacelist = NULL;
 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
@@ -11685,9 +12554,9 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        // add to stats if desired
        if (r_speeds.integer && !skysurfaces && !depthonly)
        {
-               r_refdef.stats.world_surfaces += numsurfacelist;
+               r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
                for (j = 0;j < numsurfacelist;j++)
-                       r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
+                       r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
        }
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
@@ -11815,18 +12684,15 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                        }
                }
        }
-       if (update)
-               for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
-                       if (update[j])
-                               R_BuildLightMap(ent, surfaces + j);
+
        R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
 
        // add to stats if desired
        if (r_speeds.integer && !skysurfaces && !depthonly)
        {
-               r_refdef.stats.entities_surfaces += numsurfacelist;
+               r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
                for (j = 0;j < numsurfacelist;j++)
-                       r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
+                       r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
        }
 
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
@@ -11848,6 +12714,9 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i
        texture.offsetscale = 1;
        texture.specularscalemod = 1;
        texture.specularpowermod = 1;
+       texture.transparentsort = TRANSPARENTSORT_DISTANCE;
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+       // JUST GREP FOR "specularscalemod = 1".
 
        surface.texture = &texture;
        surface.num_triangles = numtriangles;