]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
add DeviceLost and DeviceRestored functions to R_Modules system
[xonotic/darkplaces.git] / gl_rmain.c
index fc314d1e88829a19d0b187c03ee4d8ad7dc46fc2..24b6dfd80713ce72e5a37fe6c8a9bb29a0be7c24 100644 (file)
@@ -25,6 +25,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "polygon.h"
 #include "image.h"
 #include "ft2.h"
+#include "csprogs.h"
+#include "cl_video.h"
 
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
@@ -74,7 +76,10 @@ cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygo
 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
+cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
+cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
@@ -92,6 +97,7 @@ cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -
 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
 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_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"};
@@ -164,7 +170,6 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
-cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
@@ -215,6 +220,7 @@ rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
 rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_fogattenuation;
+rtexture_t *r_texture_fogheighttexture;
 rtexture_t *r_texture_gammaramps;
 unsigned int r_texture_gammaramps_serial;
 //rtexture_t *r_texture_fogintensity;
@@ -246,6 +252,7 @@ static r_qwskincache_t *r_qwskincache;
 static int r_qwskincache_size;
 
 /// vertex coordinates for a quad that covers the screen exactly
+extern const float r_screenvertex3f[12];
 const float r_screenvertex3f[12] =
 {
        0, 0, 0,
@@ -301,6 +308,7 @@ void FOG_clear(void)
        r_refdef.fog_end = 16384;
        r_refdef.fog_height = 1<<30;
        r_refdef.fog_fadedepth = 128;
+       memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
 }
 
 static void R_BuildBlankTextures(void)
@@ -310,22 +318,22 @@ static void R_BuildBlankTextures(void)
        data[1] = 128; // normal Y
        data[0] = 255; // normal Z
        data[3] = 128; // height
-       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
+       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
        data[0] = 255;
        data[1] = 255;
        data[2] = 255;
        data[3] = 255;
-       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
+       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
        data[0] = 128;
        data[1] = 128;
        data[2] = 128;
        data[3] = 255;
-       r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
+       r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
        data[0] = 0;
        data[1] = 0;
        data[2] = 0;
        data[3] = 255;
-       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
+       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
 }
 
 static void R_BuildNoTexture(void)
@@ -353,14 +361,14 @@ static void R_BuildNoTexture(void)
                        }
                }
        }
-       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
+       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
 }
 
 static void R_BuildWhiteCube(void)
 {
        unsigned char data[6*1*1*4];
        memset(data, 255, sizeof(data));
-       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
 }
 
 static void R_BuildNormalizationCube(void)
@@ -370,7 +378,7 @@ static void R_BuildNormalizationCube(void)
        vec_t s, t, intensity;
 #define NORMSIZE 64
        unsigned char *data;
-       data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
+       data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
        for (side = 0;side < 6;side++)
        {
                for (y = 0;y < NORMSIZE;y++)
@@ -421,7 +429,7 @@ static void R_BuildNormalizationCube(void)
                        }
                }
        }
-       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
        Mem_Free(data);
 }
 
@@ -476,11 +484,79 @@ static void R_BuildFogTexture(void)
        }
        else
        {
-               r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
+               r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
                //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
        }
 }
 
+static void R_BuildFogHeightTexture(void)
+{
+       unsigned char *inpixels;
+       int size;
+       int x;
+       int y;
+       int j;
+       float c[4];
+       float f;
+       inpixels = NULL;
+       strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
+       if (r_refdef.fogheighttexturename[0])
+               inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
+       if (!inpixels)
+       {
+               r_refdef.fog_height_tablesize = 0;
+               if (r_texture_fogheighttexture)
+                       R_FreeTexture(r_texture_fogheighttexture);
+               r_texture_fogheighttexture = NULL;
+               if (r_refdef.fog_height_table2d)
+                       Mem_Free(r_refdef.fog_height_table2d);
+               r_refdef.fog_height_table2d = NULL;
+               if (r_refdef.fog_height_table1d)
+                       Mem_Free(r_refdef.fog_height_table1d);
+               r_refdef.fog_height_table1d = NULL;
+               return;
+       }
+       size = image_width;
+       r_refdef.fog_height_tablesize = size;
+       r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
+       r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
+       memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
+       Mem_Free(inpixels);
+       // LordHavoc: now the magic - what is that table2d for?  it is a cooked
+       // average fog color table accounting for every fog layer between a point
+       // and the camera.  (Note: attenuation is handled separately!)
+       for (y = 0;y < size;y++)
+       {
+               for (x = 0;x < size;x++)
+               {
+                       Vector4Clear(c);
+                       f = 0;
+                       if (x < y)
+                       {
+                               for (j = x;j <= y;j++)
+                               {
+                                       Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
+                                       f++;
+                               }
+                       }
+                       else
+                       {
+                               for (j = x;j >= y;j--)
+                               {
+                                       Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
+                                       f++;
+                               }
+                       }
+                       f = 1.0f / f;
+                       r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
+                       r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
+                       r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
+                       r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
+               }
+       }
+       r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
+}
+
 //=======================================================================================================================================================
 
 static const char *builtinshaderstring =
@@ -488,7 +564,7 @@ static const char *builtinshaderstring =
 "// written by Forest 'LordHavoc' Hale\n"
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
 "\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
 "# define USEFOG\n"
 "#endif\n"
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
@@ -581,7 +657,7 @@ static const char *builtinshaderstring =
 "      gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
 "      TexCoord1 = gl_MultiTexCoord0.xy;\n"
 "#ifdef USEBLOOM\n"
-"      TexCoord2 = gl_MultiTexCoord1.xy;\n"
+"      TexCoord2 = gl_MultiTexCoord4.xy;\n"
 "#endif\n"
 "}\n"
 "#endif\n"
@@ -602,7 +678,7 @@ static const char *builtinshaderstring =
 "#endif\n"
 "//uncomment these if you want to use them:\n"
 "uniform vec4 UserVec1;\n"
-"// uniform vec4 UserVec2;\n"
+"uniform vec4 UserVec2;\n"
 "// uniform vec4 UserVec3;\n"
 "// uniform vec4 UserVec4;\n"
 "// uniform float ClientTime;\n"
@@ -620,12 +696,42 @@ static const char *builtinshaderstring =
 "#ifdef USEPOSTPROCESSING\n"
 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
+"      float sobel = 1.0;\n"
+"      // vec2 ts = textureSize(Texture_First, 0);\n"
+"      // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
+"      vec2 px = PixelSize;\n"
+"      vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
+"      vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
+"      vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
+"      vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
+"      vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
+"      vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
+"      vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
+"      vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
+"      vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
+"      vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
+"      vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
+"      vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
+"      float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
+"      float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
+"      float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
+"      float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
+"      float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
+"      float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
+"      float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
+"      float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
+"      float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
+"      float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
+"      float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
+"      float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
+"      sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
 "      gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
-"      gl_FragColor /= (1 + 5 * UserVec1.y);\n"
+"      gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
+"      gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
 "#endif\n"
 "\n"
 "#ifdef USESATURATION\n"
@@ -927,6 +1033,9 @@ static const char *builtinshaderstring =
 "uniform sampler2D Texture_Shirt;\n"
 "#endif\n"
 "#ifdef USEFOG\n"
+"#ifdef USEFOGHEIGHTTEXTURE\n"
+"uniform sampler2D Texture_FogHeightTexture;\n"
+"#endif\n"
 "uniform sampler2D Texture_FogMask;\n"
 "#endif\n"
 "#ifdef USELIGHTMAP\n"
@@ -956,17 +1065,23 @@ static const char *builtinshaderstring =
 "uniform float FogRangeRecip;\n"
 "uniform float FogPlaneViewDist;\n"
 "uniform float FogHeightFade;\n"
-"float FogVertex(void)\n"
+"vec3 FogVertex(vec3 surfacecolor)\n"
 "{\n"
 "      vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
 "      float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
 "      float fogfrac;\n"
-"#ifdef USEFOGOUTSIDE\n"
-"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"#ifdef USEFOGHEIGHTTEXTURE\n"
+"      vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
+"      fogfrac = fogheightpixel.a;\n"
+"      return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
 "#else\n"
+"# ifdef USEFOGOUTSIDE\n"
+"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"# else\n"
 "      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
+"# endif\n"
+"      return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
 "#endif\n"
-"      return float(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -1063,56 +1178,21 @@ static const char *builtinshaderstring =
 "#  ifdef USESHADOWMAPVSDCT\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
-"   vec3 adir = abs(dir);\n"
-"   vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
-"   float ma = max(max(adir.x, adir.y), adir.z);\n"
-"   vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-"   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
-"   stc.z += ShadowMap_Parameters.z;\n"
-"   return stc;\n"
+"      vec3 adir = abs(dir);\n"
+"      vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
+"      vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
+"      return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
 "#  else\n"
 "vec3 GetShadowMapTC2D(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"      vec2 tc;\n"
-"      vec2 offset;\n"
-"      float ma;\n"
-"      if (adir.x > adir.y)\n"
-"      {\n"
-"              if (adir.x > adir.z) // X\n"
-"              {\n"
-"                      ma = adir.x;\n"
-"                      tc = dir.zy;\n"
-"                      offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
-"              }\n"
-"              else // Z\n"
-"              {\n"
-"                      ma = adir.z;\n"
-"                      tc = dir.xy;\n"
-"                      offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
-"              }\n"
-"      }\n"
-"      else\n"
-"      {\n"
-"              if (adir.y > adir.z) // Y\n"
-"              {\n"
-"                      ma = adir.y;\n"
-"                      tc = dir.xz;\n"
-"                      offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
-"              }\n"
-"              else // Z\n"
-"              {\n"
-"                      ma = adir.z;\n"
-"                      tc = dir.xy;\n"
-"                      offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
-"              }\n"
-"      }\n"
-"\n"
-"      vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-"      stc.xy += offset * ShadowMap_Parameters.y;\n"
-"      stc.z += ShadowMap_Parameters.z;\n"
-"      return stc;\n"
+"      float ma = adir.z;\n"
+"      vec4 proj = vec4(dir, 2.5);\n"
+"      if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
+"      if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
+"      vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
+"      return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
 "#  endif\n"
 "# endif\n"
@@ -1122,7 +1202,7 @@ static const char *builtinshaderstring =
 "vec4 GetShadowMapTCCube(vec3 dir)\n"
 "{\n"
 "      vec3 adir = abs(dir);\n"
-"      return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+"      return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -1196,8 +1276,28 @@ static const char *builtinshaderstring =
 "#      else\n"
 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
 "#      endif\n"
-"      vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
-"      center *= ShadowMap_TextureScale;\n"
+"      vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
+"#      if USESHADOWMAPPCF > 1\n"
+"   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
+"   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
+"   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
+"   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
+"   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
+"   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
+"   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
+"   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
+"   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
+"      vec4 locols = vec4(group1.ab, group3.ab);\n"
+"      vec4 hicols = vec4(group7.rg, group9.rg);\n"
+"      locols.yz += group2.ab;\n"
+"      hicols.yz += group8.rg;\n"
+"      vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
+"                              vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
+"                              mix(locols, hicols, offset.y);\n"
+"      vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
+"      cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
+"      f = dot(cols, vec4(1.0/25.0));\n"
+"#      else\n"
 "      vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
 "      vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
 "      vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
@@ -1205,6 +1305,7 @@ static const char *builtinshaderstring =
 "      vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
 "                              mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
 "      f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
+"#      endif\n"
 "#     else\n"
 "#      ifdef GL_EXT_gpu_shader4\n"
 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
@@ -1695,11 +1796,7 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      color.rgb *= myhalf(FogVertex());\n"
-"#else\n"
-"      color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
-"#endif\n"
+"      color.rgb = FogVertex(color.rgb);\n"
 "#endif\n"
 "\n"
 "      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
@@ -1769,7 +1866,12 @@ const char *builtincgshaderstring =
 "// written by Forest 'LordHavoc' Hale\n"
 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
 "\n"
-"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
+"// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
+"#if defined(USEREFLECTION)\n"
+"#undef USESHADOWMAPORTHO\n"
+"#endif\n"
+"\n"
+"#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
 "# define USEFOG\n"
 "#endif\n"
 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
@@ -1779,6 +1881,10 @@ const char *builtincgshaderstring =
 "#define USEEYEVECTOR\n"
 "#endif\n"
 "\n"
+"#ifdef FRAGMENT_SHADER\n"
+"#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
+"#endif\n"
+"\n"
 "#ifdef MODE_DEPTH_OR_SHADOW\n"
 "#ifdef VERTEX_SHADER\n"
 "void main\n"
@@ -1834,7 +1940,7 @@ const char *builtincgshaderstring =
 "float4 gl_Vertex : POSITION,\n"
 "uniform float4x4 ModelViewProjectionMatrix,\n"
 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
-"float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
+"float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
 "out float4 gl_Position : POSITION,\n"
 "out float2 TexCoord1 : TEXCOORD0,\n"
 "out float2 TexCoord2 : TEXCOORD1\n"
@@ -2156,15 +2262,21 @@ const char *builtincgshaderstring =
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
 "#ifdef USEFOG\n"
-"float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
+"float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
 "{\n"
 "      float fogfrac;\n"
-"#ifdef USEFOGOUTSIDE\n"
-"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"#ifdef USEFOGHEIGHTTEXTURE\n"
+"      float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
+"      fogfrac = fogheightpixel.a;\n"
+"      return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
 "#else\n"
+"# ifdef USEFOGOUTSIDE\n"
+"      fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
+"# else\n"
 "      fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
+"# endif\n"
+"      return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
 "#endif\n"
-"      return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -2221,66 +2333,31 @@ const char *builtincgshaderstring =
 "#  ifdef USESHADOWMAPVSDCT\n"
 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
 "{\n"
-"   float3 adir = abs(dir);\n"
-"   float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
-"   float ma = max(max(adir.x, adir.y), adir.z);\n"
-"   float3 stc = float3(lerp(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-"   stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
-"   stc.z += ShadowMap_Parameters.z;\n"
-"   return stc;\n"
+"      float3 adir = abs(dir);\n"
+"      float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
+"      float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
+"      return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
 "#  else\n"
 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
 "{\n"
 "      float3 adir = abs(dir);\n"
-"      float2 tc;\n"
-"      float2 offset;\n"
-"      float ma;\n"
-"      if (adir.x > adir.y)\n"
-"      {\n"
-"              if (adir.x > adir.z) // X\n"
-"              {\n"
-"                      ma = adir.x;\n"
-"                      tc = dir.zy;\n"
-"                      offset = float2(lerp(0.5, 1.5, dir.x < 0.0), 0.5);\n"
-"              }\n"
-"              else // Z\n"
-"              {\n"
-"                      ma = adir.z;\n"
-"                      tc = dir.xy;\n"
-"                      offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
-"              }\n"
-"      }\n"
-"      else\n"
-"      {\n"
-"              if (adir.y > adir.z) // Y\n"
-"              {\n"
-"                      ma = adir.y;\n"
-"                      tc = dir.xz;\n"
-"                      offset = float2(lerp(0.5, 1.5, dir.y < 0.0), 1.5);\n"
-"              }\n"
-"              else // Z\n"
-"              {\n"
-"                      ma = adir.z;\n"
-"                      tc = dir.xy;\n"
-"                      offset = float2(lerp(0.5, 1.5, dir.z < 0.0), 2.5);\n"
-"              }\n"
-"      }\n"
-"\n"
-"      float3 stc = float3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
-"      stc.xy += offset * ShadowMap_Parameters.y;\n"
-"      stc.z += ShadowMap_Parameters.z;\n"
-"      return stc;\n"
+"      float ma = adir.z;\n"
+"      float4 proj = float4(dir, 2.5);\n"
+"      if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
+"      if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
+"      float2 aparams = ShadowMap_Parameters.xy / ma;\n"
+"      return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
 "}\n"
 "#  endif\n"
 "# endif\n"
-"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
+"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
 "\n"
 "#ifdef USESHADOWMAPCUBE\n"
 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
 "{\n"
 "    float3 adir = abs(dir);\n"
-"    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+"    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
 "}\n"
 "#endif\n"
 "\n"
@@ -2578,6 +2655,10 @@ const char *builtincgshaderstring =
 "uniform sampler2D Texture_ScreenDepth,\n"
 "uniform sampler2D Texture_ScreenNormalMap,\n"
 "\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCUBE Texture_Cube,\n"
+"#endif\n"
+"\n"
 "#ifdef USESHADOWMAPRECT\n"
 "# ifdef USESHADOWSAMPLER\n"
 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
@@ -2617,7 +2698,7 @@ const char *builtincgshaderstring =
 "{\n"
 "      // calculate viewspace pixel position\n"
 "      float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
-"      ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
+"      //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
 "      float3 position;\n"
 "      position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
 "      position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
@@ -2738,7 +2819,7 @@ const char *builtincgshaderstring =
 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
 "#endif\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"out float3 LightVector : TEXCOORD5,\n"
+"out float3 LightVector : TEXCOORD1,\n"
 "#endif\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "out float3 CubeVector : TEXCOORD3,\n"
@@ -2749,7 +2830,7 @@ const char *builtincgshaderstring =
 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
 "#endif\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"out float3 ShadowMapTC : TEXCOORD8,\n"
+"out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
 "#endif\n"
 "out float4 gl_Position : POSITION\n"
 ")\n"
@@ -2844,7 +2925,7 @@ const char *builtincgshaderstring =
 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
 "#endif\n"
 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
-"float3 LightVector : TEXCOORD5,\n"
+"float3 LightVector : TEXCOORD1,\n"
 "#endif\n"
 "#ifdef MODE_LIGHTSOURCE\n"
 "float3 CubeVector : TEXCOORD3,\n"
@@ -2858,7 +2939,7 @@ const char *builtincgshaderstring =
 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
 "#endif\n"
 "#ifdef USESHADOWMAPORTHO\n"
-"float3 ShadowMapTC : TEXCOORD8\n"
+"float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
 "#endif\n"
 "\n"
 "uniform sampler2D Texture_Normal,\n"
@@ -2884,6 +2965,7 @@ const char *builtincgshaderstring =
 "uniform sampler2D Texture_Shirt,\n"
 "#endif\n"
 "#ifdef USEFOG\n"
+"uniform sampler2D Texture_FogHeightTexture,\n"
 "uniform sampler2D Texture_FogMask,\n"
 "#endif\n"
 "#ifdef USELIGHTMAP\n"
@@ -3042,9 +3124,9 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEREFLECTCUBE\n"
-"      vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
-"      vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
-"      vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
+"      float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
+"      float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
+"      float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
 "      diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
 "#endif\n"
 "\n"
@@ -3193,11 +3275,7 @@ const char *builtincgshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEFOG\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"      color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
-"#else\n"
-"      color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
-"#endif\n"
+"      color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
 "#endif\n"
 "\n"
 "      // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
@@ -3265,29 +3343,30 @@ typedef enum shaderpermutation_e
        SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
        SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
        SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
-       SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
-       SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
-       SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
-       SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
-       SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
-       SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
-       SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-       SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
-       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
-       SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
-       SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
-       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
-       SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
+       SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
+       SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
+       SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
+       SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
+       SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
+       SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
+       SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
+       SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
+       SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
+       SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
+       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
+       SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
+       SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
+       SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
+       SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
+       SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
+       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
+       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
+       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
+       SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
+       SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
+       SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
+       SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
 }
 shaderpermutation_t;
 
@@ -3301,6 +3380,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USESATURATION\n", " saturation"},
        {"#define USEFOGINSIDE\n", " foginside"},
        {"#define USEFOGOUTSIDE\n", " fogoutside"},
+       {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
        {"#define USEGAMMARAMPS\n", " gammaramps"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEGLOW\n", " glow"},
@@ -3413,6 +3493,7 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_SecondaryGlow;
        int loc_Texture_Pants;
        int loc_Texture_Shirt;
+       int loc_Texture_FogHeightTexture;
        int loc_Texture_FogMask;
        int loc_Texture_Lightmap;
        int loc_Texture_Deluxemap;
@@ -3639,6 +3720,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
                p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
                p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+               p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
                p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
                p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
                p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
@@ -3721,6 +3803,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
                if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
                if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
+               if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
                if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
                if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
                if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
@@ -3837,6 +3920,7 @@ typedef struct r_cg_permutation_s
        CGparameter fp_Texture_SecondaryGlow;
        CGparameter fp_Texture_Pants;
        CGparameter fp_Texture_Shirt;
+       CGparameter fp_Texture_FogHeightTexture;
        CGparameter fp_Texture_FogMask;
        CGparameter fp_Texture_Lightmap;
        CGparameter fp_Texture_Deluxemap;
@@ -4135,6 +4219,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un
                p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
                p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
                p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
+               p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
                p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
                p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
                p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
@@ -4345,8 +4430,8 @@ void R_GLSL_Restart_f(void)
                        }
                        memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
                }
-               break;
 #endif
+               break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
@@ -4494,7 +4579,8 @@ extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
-void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
+extern cvar_t gl_mesh_separatearrays;
+void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -4508,14 +4594,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                // distorted background
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                        mode = SHADERMODE_WATER;
-               else
+               else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
                        mode = SHADERMODE_REFRACTION;
-               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-               R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-               R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-               R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
+               else
+               {
+                       mode = SHADERMODE_GENERIC;
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
+               }
                GL_AlphaTest(false);
                GL_BlendFunc(GL_ONE, GL_ZERO);
        }
@@ -4523,9 +4608,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4535,15 +4627,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                mode = SHADERMODE_DEFERREDGEOMETRY;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
-               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-               R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-               R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-               R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
-               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
-                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-               else
-                       R_Mesh_ColorPointer(NULL, 0, 0);
                GL_AlphaTest(false);
                GL_BlendFunc(GL_ONE, GL_ZERO);
        }
@@ -4551,9 +4634,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4572,7 +4662,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
                }
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
@@ -4595,24 +4685,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
-               {
-                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-               }
-               else
-               {
-                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
-               }
-               //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
-               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
-                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-               else
-                       R_Mesh_ColorPointer(NULL, 0, 0);
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        }
@@ -4620,9 +4692,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4632,7 +4711,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
@@ -4654,24 +4733,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTION;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
-               {
-                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-               }
-               else
-               {
-                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
-               }
-               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
-               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
-                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-               else
-                       R_Mesh_ColorPointer(NULL, 0, 0);
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
@@ -4679,9 +4740,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4697,7 +4765,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
                }
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
@@ -4721,21 +4789,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
-               {
-                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-               }
-               else
-               {
-                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
-               }
-               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
@@ -4743,9 +4796,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4754,7 +4814,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
@@ -4778,21 +4838,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
-               {
-                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-               }
-               else
-               {
-                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
-               }
-               R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
        }
@@ -4800,9 +4845,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                       if (r_glsl_offsetmapping_reliefmapping.integer)
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
+                       {
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                               if (r_glsl_offsetmapping_reliefmapping.integer)
+                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
@@ -4810,7 +4862,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
-                       permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
+                       permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
@@ -4848,11 +4900,6 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                if (r_shadow_glossexact.integer)
                                        permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
                        }
-                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-                       if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
-                               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-                       else
-                               R_Mesh_ColorPointer(NULL, 0, 0);
                }
                else if (r_glsl_deluxemapping.integer >= 2)
                {
@@ -4865,41 +4912,16 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                if (r_shadow_glossexact.integer)
                                        permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
                        }
-                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-                       if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
-                               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-                       else
-                               R_Mesh_ColorPointer(NULL, 0, 0);
                }
                else if (rsurface.uselightmaptexture)
                {
                        // ordinary lightmapping (q1bsp, q3bsp)
                        mode = SHADERMODE_LIGHTMAP;
-                       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
-                       if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
-                               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-                       else
-                               R_Mesh_ColorPointer(NULL, 0, 0);
                }
                else
                {
                        // ordinary vertex coloring (q3bsp)
                        mode = SHADERMODE_VERTEXCOLOR;
-                       R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
-                       R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
-               }
-               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-               if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
-               {
-                       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
-                       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
-               }
-               else
-               {
-                       R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
-                       R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
                }
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
@@ -4907,6 +4929,22 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+               if (gl_mesh_separatearrays.integer)
+               {
+                       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);
+                       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);
+                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 4, 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);
+               }
+               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);
+               }
                R_SetupShader_SetPermutationGLSL(mode, permutation);
                if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
@@ -4991,7 +5029,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
                if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
                if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
@@ -5010,9 +5048,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
                if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
                if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
                if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
                if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
-               if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
+               if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
                if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
                if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
                if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
@@ -5036,6 +5075,22 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                break;
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
+               if (gl_mesh_separatearrays.integer)
+               {
+                       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);
+                       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);
+                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
+                       R_Mesh_TexCoordPointer(3, 4, 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);
+               }
+               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);
+               }
                R_SetupShader_SetPermutationCG(mode, permutation);
                if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
                if (mode == SHADERMODE_LIGHTSOURCE)
@@ -5155,6 +5210,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_ReflectCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube    , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
                if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
@@ -5453,6 +5509,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
                skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
        }
 
+extern cvar_t gl_picmip;
 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
 {
        int j;
@@ -5466,6 +5523,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        qboolean ddshasalpha = false;
        float ddsavgcolor[4];
        char basename[MAX_QPATH];
+       int miplevel = R_PicmipForFlags(textureflags);
+       int savemiplevel = miplevel;
+       int mymiplevel;
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -5480,13 +5540,15 @@ 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), textureflags, &ddshasalpha, ddsavgcolor)))
+       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
        {
-               basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
+               basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
                if (basepixels == NULL)
                        return NULL;
        }
 
+       // FIXME handle miplevel
+
        if (developer_loading.integer)
                Con_Printf("loading skin \"%s\"\n", name);
 
@@ -5511,14 +5573,14 @@ 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), textureflags | TEXF_ALPHA, NULL, NULL);
+                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
                //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
        {
                basepixels_width = image_width;
                basepixels_height = image_height;
-               skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                if (textureflags & TEXF_ALPHA)
                {
                        for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
@@ -5540,7 +5602,7 @@ 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, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                                Mem_Free(pixels);
                        }
                }
@@ -5554,30 +5616,32 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 
        if (r_loaddds)
        {
+               mymiplevel = savemiplevel;
                if (r_loadnormalmap)
-                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
-               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
+                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
+               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
                if (r_loadgloss)
-                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
-               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
-               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
-               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
+                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
+               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
+               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
+               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
        }
 
        // _norm is the name used by tenebrae and has been adopted as standard
        if (r_loadnormalmap && skinframe->nmap == NULL)
        {
-               if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
+               mymiplevel = savemiplevel;
+               if ((pixels = loadimagepixelsbgra(va("%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 | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.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)) != NULL)
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%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 | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        Mem_Free(bumppixels);
                }
@@ -5585,7 +5649,7 @@ 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 | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                }
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
@@ -5594,44 +5658,49 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 
        // _luma is supported only for tenebrae compatibility
        // _glow is the preferred name
-       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
+       mymiplevel = savemiplevel;
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
        {
-               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
                        R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
                Mem_Free(pixels);pixels = NULL;
        }
 
-       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
+       mymiplevel = savemiplevel;
+       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
        {
-               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
                        R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
                Mem_Free(pixels);
                pixels = NULL;
        }
 
-       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
+       mymiplevel = savemiplevel;
+       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
        {
-               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
                        R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
                Mem_Free(pixels);
                pixels = NULL;
        }
 
-       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
+       mymiplevel = savemiplevel;
+       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
        {
-               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
                        R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
                Mem_Free(pixels);
                pixels = NULL;
        }
 
-       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
+       mymiplevel = savemiplevel;
+       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
        {
-               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
+               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
                        R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
                Mem_Free(pixels);
@@ -5683,10 +5752,10 @@ 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, skinframe->textureflags | TEXF_ALPHA, NULL);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
                Mem_Free(temp1);
        }
-       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
+       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
        if (textureflags & TEXF_ALPHA)
        {
                for (i = 3;i < width * height * 4;i += 4)
@@ -5703,7 +5772,7 @@ 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, skinframe->textureflags, NULL);
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
                        Mem_Free(fogpixels);
                }
        }
@@ -5748,7 +5817,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                Con_Printf("loading quake skin \"%s\"\n", name);
 
        // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
-       skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
+       skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
        memcpy(skinframe->qpixels, skindata, width*height);
        skinframe->qwidth = width;
        skinframe->qheight = height;
@@ -5806,27 +5875,27 @@ 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, NULL);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -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, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
+               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, 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, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
-               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
-               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
+               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, 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, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
+               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
        }
        else
        {
                skinframe->qgeneratemerged = false;
-               skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
+               skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
        }
 
        if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
@@ -5868,7 +5937,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
        if (developer_loading.integer)
                Con_Printf("loading embedded 8bit image \"%s\"\n", name);
 
-       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
+       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
        if (textureflags & TEXF_ALPHA)
        {
                for (i = 0;i < width * height;i++)
@@ -5880,7 +5949,7 @@ 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, skinframe->textureflags, alphapalette);
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
        }
 
        R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
@@ -5973,7 +6042,7 @@ rtexture_t *R_LoadCubemap(const char *basename)
                        // generate an image name based on the base and and suffix
                        dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
                        // load it
-                       if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
+                       if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
                        {
                                // an image loaded, make sure width and height are equal
                                if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
@@ -6002,7 +6071,7 @@ rtexture_t *R_LoadCubemap(const char *basename)
                if (developer_loading.integer)
                        Con_Printf("loading cubemap \"%s\"\n", basename);
 
-               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                Mem_Free(cubemappixels);
        }
        else
@@ -6072,7 +6141,7 @@ void R_Main_ResizeViewCache(void)
                r_refdef.viewcache.maxentities = numentities;
                if (r_refdef.viewcache.entityvisible)
                        Mem_Free(r_refdef.viewcache.entityvisible);
-               r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
+               r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
        }
        if (r_refdef.viewcache.world_numclusters != numclusters)
        {
@@ -6080,21 +6149,21 @@ void R_Main_ResizeViewCache(void)
                r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
                if (r_refdef.viewcache.world_pvsbits)
                        Mem_Free(r_refdef.viewcache.world_pvsbits);
-               r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
+               r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
        }
        if (r_refdef.viewcache.world_numleafs != numleafs)
        {
                r_refdef.viewcache.world_numleafs = numleafs;
                if (r_refdef.viewcache.world_leafvisible)
                        Mem_Free(r_refdef.viewcache.world_leafvisible);
-               r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
+               r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
        }
        if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
        {
                r_refdef.viewcache.world_numsurfaces = numsurfaces;
                if (r_refdef.viewcache.world_surfacevisible)
                        Mem_Free(r_refdef.viewcache.world_surfacevisible);
-               r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
+               r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
        }
 }
 
@@ -6109,6 +6178,7 @@ void gl_main_start(void)
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
+       r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
        r_texture_numcubemaps = 0;
 
@@ -6168,14 +6238,17 @@ void gl_main_start(void)
                R_BuildNormalizationCube();
        }
        r_texture_fogattenuation = NULL;
+       r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
+       r_glsl_permutation = NULL;
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
        Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
        glslshaderstring = NULL;
 #ifdef SUPPORTCG
+       r_cg_permutation = NULL;
        memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
        Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
        cgshaderstring = NULL;
@@ -6218,11 +6291,20 @@ void gl_main_shutdown(void)
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
        r_texture_fogattenuation = NULL;
+       r_texture_fogheighttexture = NULL;
        r_texture_gammaramps = NULL;
        r_texture_numcubemaps = 0;
        //r_texture_fogintensity = NULL;
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
+       r_glsl_permutation = NULL;
+       memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+       glslshaderstring = NULL;
+#ifdef SUPPORTCG
+       r_cg_permutation = NULL;
+       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+       cgshaderstring = NULL;
+#endif
        R_GLSL_Restart_f();
 }
 
@@ -6230,7 +6312,6 @@ extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
        // FIXME: move this code to client
-       int l;
        char *entities, entname[MAX_QPATH];
        if (r_qwskincache)
                Mem_Free(r_qwskincache);
@@ -6238,17 +6319,12 @@ void gl_main_newmap(void)
        r_qwskincache_size = 0;
        if (cl.worldmodel)
        {
-               strlcpy(entname, cl.worldmodel->name, sizeof(entname));
-               l = (int)strlen(entname) - 4;
-               if (l >= 0 && !strcmp(entname + l, ".bsp"))
+               dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
+               if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
                {
-                       memcpy(entname + l, ".ent", 5);
-                       if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
-                       {
-                               CL_ParseEntityLump(entities);
-                               Mem_Free(entities);
-                               return;
-                       }
+                       CL_ParseEntityLump(entities);
+                       Mem_Free(entities);
+                       return;
                }
                if (cl.worldmodel->brush.entities)
                        CL_ParseEntityLump(cl.worldmodel->brush.entities);
@@ -6305,12 +6381,15 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_showdisabledepthtest);
        Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_drawentities);
+       Cvar_RegisterVariable(&r_draw2d);
+       Cvar_RegisterVariable(&r_drawworld);
        Cvar_RegisterVariable(&r_cullentities_trace);
        Cvar_RegisterVariable(&r_cullentities_trace_samples);
        Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
        Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
        Cvar_RegisterVariable(&r_cullentities_trace_delay);
        Cvar_RegisterVariable(&r_drawviewmodel);
+       Cvar_RegisterVariable(&r_drawexteriormodel);
        Cvar_RegisterVariable(&r_speeds);
        Cvar_RegisterVariable(&r_fullbrights);
        Cvar_RegisterVariable(&r_wateralpha);
@@ -6323,6 +6402,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_shadows_throwdistance);
        Cvar_RegisterVariable(&r_shadows_throwdirection);
        Cvar_RegisterVariable(&r_shadows_focus);
+       Cvar_RegisterVariable(&r_shadows_shadowmapscale);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
@@ -6374,12 +6454,11 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
        Cvar_RegisterVariable(&r_test);
-       Cvar_RegisterVariable(&r_batchmode);
        Cvar_RegisterVariable(&r_glsl_saturation);
        Cvar_RegisterVariable(&r_framedatasize);
        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);
+       R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
 
        Cvar_RegisterVariable(&r_track_sprites);
        Cvar_RegisterVariable(&r_track_sprites_flags);
@@ -6642,6 +6721,41 @@ void R_AnimCache_ClearCache(void)
                ent->animcache_normal3f = NULL;
                ent->animcache_svector3f = NULL;
                ent->animcache_tvector3f = NULL;
+               ent->animcache_vertexposition = NULL;
+               ent->animcache_vertexmesh = NULL;
+               ent->animcache_vertexpositionbuffer = NULL;
+               ent->animcache_vertexmeshbuffer = NULL;
+       }
+}
+
+void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
+{
+       int i;
+       if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
+               ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
+       if (!ent->animcache_vertexposition)
+               ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
+       if (ent->animcache_vertexposition)
+       {
+               for (i = 0;i < numvertices;i++)
+                       VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
+               // TODO: upload vertex buffer?
+       }
+       if (ent->animcache_vertexmesh)
+       {
+               memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
+               for (i = 0;i < numvertices;i++)
+                       VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
+               if (ent->animcache_svector3f)
+                       for (i = 0;i < numvertices;i++)
+                               VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
+               if (ent->animcache_tvector3f)
+                       for (i = 0;i < numvertices;i++)
+                               VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
+               if (ent->animcache_normal3f)
+                       for (i = 0;i < numvertices;i++)
+                               VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
+               // TODO: upload vertex buffer?
        }
 }
 
@@ -6652,7 +6766,7 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
        // see if it's already cached this frame
        if (ent->animcache_vertex3f)
        {
-               // add normals/tangents if needed
+               // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
                if (wantnormals || wanttangents)
                {
                        if (ent->animcache_normal3f)
@@ -6663,14 +6777,17 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                        {
                                numvertices = model->surfmesh.num_vertices;
                                if (wantnormals)
-                                       ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                                       ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                                if (wanttangents)
                                {
-                                       ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
-                                       ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                                       ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                                       ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                                }
                                if (!r_framedata_failed)
+                               {
                                        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);
+                               }
                        }
                }
        }
@@ -6681,16 +6798,19 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                        return false;
                // get some memory for this entity and generate mesh data
                numvertices = model->surfmesh.num_vertices;
-               ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+               ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                if (wantnormals)
-                       ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                       ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                if (wanttangents)
                {
-                       ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
-                       ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                       ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                       ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                }
                if (!r_framedata_failed)
+               {
                        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);
+               }
        }
        return !r_framedata_failed;
 }
@@ -6698,7 +6818,7 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
 void R_AnimCache_CacheVisibleEntities(void)
 {
        int i;
-       qboolean wantnormals = !r_showsurfaces.integer;
+       qboolean wantnormals = true;
        qboolean wanttangents = !r_showsurfaces.integer;
 
        switch(vid.renderpath)
@@ -6712,6 +6832,9 @@ void R_AnimCache_CacheVisibleEntities(void)
                break;
        }
 
+       if (r_shownormals.integer)
+               wanttangents = wantnormals = true;
+
        // TODO: thread this
        // NOTE: R_PrepareRTLights() also caches entities
 
@@ -6728,7 +6851,7 @@ static void R_View_UpdateEntityLighting (void)
        entity_render_t *ent;
        vec3_t tempdiffusenormal, avg;
        vec_t f, fa, fd, fdd;
-       qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
+       qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
@@ -6860,9 +6983,14 @@ static void R_View_UpdateEntityVisible (void)
        int samples;
        entity_render_t *ent;
 
-       renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
+       renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
+               : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
+               : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
+               :                                                          RENDER_EXTERIORMODEL;
        if (!r_drawviewmodel.integer)
                renderimask |= RENDER_VIEWMODEL;
+       if (!r_drawexteriormodel.integer)
+               renderimask |= RENDER_EXTERIORMODEL;
        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
                // worldmodel can check visibility
@@ -6875,7 +7003,8 @@ static void R_View_UpdateEntityVisible (void)
                        if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
                                r_refdef.viewcache.entityvisible[i] = true;
                }
-               if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
+               if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
+                       // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
                {
                        for (i = 0;i < r_refdef.scene.numentities;i++)
                        {
@@ -7268,13 +7397,29 @@ void R_ResetViewRendering3D(void)
        GL_CullFace(r_refdef.view.cullface_back);
 }
 
+/*
+================
+R_RenderView_UpdateViewVectors
+================
+*/
+static 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
+       // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
+       Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
+       VectorNegate(r_refdef.view.left, r_refdef.view.right);
+       // make an inverted copy of the view matrix for tracking sprites
+       Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+}
+
 void R_RenderScene(void);
 void R_RenderWaterPlanes(void);
 
 static void R_Water_StartFrame(void)
 {
        int i;
-       int waterwidth, waterheight, texturewidth, textureheight;
+       int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
        r_waterstate_waterplane_t *p;
 
        if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
@@ -7298,20 +7443,24 @@ static void R_Water_StartFrame(void)
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
        if (!r_water.integer || r_showsurfaces.integer)
-               texturewidth = textureheight = waterwidth = waterheight = 0;
+               texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
        else if (vid.support.arb_texture_non_power_of_two)
        {
                texturewidth = waterwidth;
                textureheight = waterheight;
+               camerawidth = waterwidth;
+               cameraheight = waterheight;
        }
        else
        {
                for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
                for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
+               for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
+               for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
        }
 
        // allocate textures as needed
-       if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
+       if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
        {
                r_waterstate.maxwaterplanes = MAX_WATERPLANES;
                for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
@@ -7322,10 +7471,15 @@ static void R_Water_StartFrame(void)
                        if (p->texture_reflection)
                                R_FreeTexture(p->texture_reflection);
                        p->texture_reflection = NULL;
+                       if (p->texture_camera)
+                               R_FreeTexture(p->texture_camera);
+                       p->texture_camera = NULL;
                }
                memset(&r_waterstate, 0, sizeof(r_waterstate));
                r_waterstate.texturewidth = texturewidth;
                r_waterstate.textureheight = textureheight;
+               r_waterstate.camerawidth = camerawidth;
+               r_waterstate.cameraheight = cameraheight;
        }
 
        if (r_waterstate.texturewidth)
@@ -7347,7 +7501,7 @@ static void R_Water_StartFrame(void)
        r_waterstate.numwaterplanes = 0;
 }
 
-void R_Water_AddWaterPlane(msurface_t *surface)
+void R_Water_AddWaterPlane(msurface_t *surface, int entno)
 {
        int triangleindex, planeindex;
        const int *e;
@@ -7355,8 +7509,13 @@ void R_Water_AddWaterPlane(msurface_t *surface)
        vec3_t normal;
        vec3_t center;
        mplane_t plane;
+       int cam_ent;
        r_waterstate_waterplane_t *p;
        texture_t *t = R_GetCurrentTexture(surface->texture);
+       cam_ent = t->camera_entity;
+       if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
+               cam_ent = 0;
+
        // just use the first triangle with a valid normal for any decisions
        VectorClear(normal);
        for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
@@ -7386,8 +7545,9 @@ void R_Water_AddWaterPlane(msurface_t *surface)
 
        // find a matching plane if there is one
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
-               if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
-                       break;
+               if(p->camera_entity == t->camera_entity)
+                       if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
+                               break;
        if (planeindex >= r_waterstate.maxwaterplanes)
                return; // nothing we can do, out of planes
 
@@ -7400,16 +7560,20 @@ void R_Water_AddWaterPlane(msurface_t *surface)
                // clear materialflags and pvs
                p->materialflags = 0;
                p->pvsvalid = false;
+               p->camera_entity = t->camera_entity;
        }
        // merge this surface's materialflags into the waterplane
        p->materialflags |= t->currentmaterialflags;
-       // merge this surface's PVS into the waterplane
-       VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
-       if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
-        && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
+       if(!(p->materialflags & MATERIALFLAG_CAMERA))
        {
-               r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
-               p->pvsvalid = true;
+               // merge this surface's PVS into the waterplane
+               VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
+                && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
+               {
+                       r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
+                       p->pvsvalid = true;
+               }
        }
 }
 
@@ -7419,6 +7583,7 @@ static void R_Water_ProcessPlanes(void)
        r_refdef_view_t myview;
        int planeindex;
        r_waterstate_waterplane_t *p;
+       vec3_t visorigin;
 
        originalview = r_refdef.view;
 
@@ -7428,15 +7593,22 @@ static void R_Water_ProcessPlanes(void)
                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_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (!p->texture_refraction)
                                goto error;
                }
+               else if (p->materialflags & MATERIALFLAG_CAMERA)
+               {
+                       if (!p->texture_camera)
+                               p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
+                       if (!p->texture_camera)
+                               goto error;
+               }
 
                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_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (!p->texture_reflection)
                                goto error;
                }
@@ -7484,10 +7656,22 @@ static void R_Water_ProcessPlanes(void)
                // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
+                       r_waterstate.renderingrefraction = true;
                        r_refdef.view = myview;
+
                        r_refdef.view.clipplane = p->plane;
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
                        r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
+
+                       if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
+                       {
+                               // we need to perform a matrix transform to render the view... so let's get the transformation matrix
+                               r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
+                               CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
+                               R_RenderView_UpdateViewVectors();
+                               r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
+                       }
+
                        PlaneClassify(&r_refdef.view.clipplane);
 
                        R_ResetViewRendering3D();
@@ -7496,6 +7680,48 @@ static void R_Water_ProcessPlanes(void)
                        R_RenderScene();
 
                        R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       r_waterstate.renderingrefraction = false;
+               }
+               else if (p->materialflags & MATERIALFLAG_CAMERA)
+               {
+                       r_refdef.view = myview;
+
+                       r_refdef.view.clipplane = p->plane;
+                       VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
+                       r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
+
+                       r_refdef.view.width = r_waterstate.camerawidth;
+                       r_refdef.view.height = r_waterstate.cameraheight;
+                       r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
+                       r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
+
+                       if(p->camera_entity)
+                       {
+                               // we need to perform a matrix transform to render the view... so let's get the transformation matrix
+                               CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
+                       }
+
+                       // reverse the cullface settings for this render
+                       r_refdef.view.cullface_front = GL_FRONT;
+                       r_refdef.view.cullface_back = GL_BACK;
+                       // also reverse the view matrix
+                       Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
+                       R_RenderView_UpdateViewVectors();
+                       if(p->camera_entity)
+                               r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
+                       
+                       // camera needs no clipplane
+                       r_refdef.view.useclipplane = false;
+
+                       PlaneClassify(&r_refdef.view.clipplane);
+
+                       R_ResetViewRendering3D();
+                       R_ClearScreen(r_refdef.fogenabled);
+                       R_View_Update();
+                       R_RenderScene();
+
+                       R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
+                       r_waterstate.renderingrefraction = false;
                }
 
        }
@@ -7573,7 +7799,7 @@ void R_Bloom_StartFrame(void)
                r_bloomstate.screentexturewidth = screentexturewidth;
                r_bloomstate.screentextureheight = screentextureheight;
                if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
-                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
+                       r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
        }
        if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
        {
@@ -7583,7 +7809,7 @@ void R_Bloom_StartFrame(void)
                r_bloomstate.bloomtexturewidth = bloomtexturewidth;
                r_bloomstate.bloomtextureheight = bloomtextureheight;
                if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
-                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+                       r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
        }
 
        // when doing a reduced render (HDR) we want to use a smaller area
@@ -7633,10 +7859,10 @@ void R_Bloom_CopyBloomTexture(float colorscale)
        R_SetViewport(&r_bloomstate.viewport);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
-       // TODO: optimize with multitexture or GLSL
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
+       // TODO: do boxfilter scale-down in shader?
        R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
-       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
        // we now have a bloom image in the framebuffer
@@ -7659,8 +7885,6 @@ void R_Bloom_MakeTexture(void)
        r_refdef.stats.bloom++;
 
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
 
        // we have a bloom image in the framebuffer
        CHECKGLERROR
@@ -7671,10 +7895,10 @@ void R_Bloom_MakeTexture(void)
                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);
+               GL_Color(r,r,r,1);
+               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
                R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                // copy the vertically blurred bloom view to a texture
@@ -7690,7 +7914,6 @@ void R_Bloom_MakeTexture(void)
        if(range >= 1)
                brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
        R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
 
        for (dir = 0;dir < 2;dir++)
        {
@@ -7722,7 +7945,8 @@ void R_Bloom_MakeTexture(void)
                        if(range >= 1)
                                r *= (1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
-                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+                       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
+                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
@@ -7737,18 +7961,18 @@ void R_Bloom_MakeTexture(void)
        if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
        {
                GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1,1,1,1);
+               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
                R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
-               GL_Color(1, 1, 1, 1);
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
                qglBlendEquationEXT(GL_FUNC_ADD_EXT);
 
@@ -7834,8 +8058,6 @@ static void R_BlendView(void)
                        if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
 
                        R_ResetViewRendering2D();
-                       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-                       R_Mesh_ColorPointer(NULL, 0, 0);
 
                        if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
                        {
@@ -7866,13 +8088,13 @@ static void R_BlendView(void)
                                cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
                                cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
                                // apply the blur
-                               if (cl.motionbluralpha > 0)
+                               if (cl.motionbluralpha > 0 && !r_refdef.envmap)
                                {
                                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                        GL_Color(1, 1, 1, cl.motionbluralpha);
+                                       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                                        R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
-                                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
-                                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+                                       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;
                                }
                        }
@@ -7888,12 +8110,11 @@ static void R_BlendView(void)
                        {
                                // apply a color tint to the whole view
                                R_ResetViewRendering2D();
-                               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-                               R_Mesh_ColorPointer(NULL, 0, 0);
+                               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                               R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
                                R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-                               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+                               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        }
                        break; // no screen processing, no bloom, skip it
                }
@@ -7917,12 +8138,9 @@ static void R_BlendView(void)
                sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
 
                R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
                GL_Color(1, 1, 1, 1);
+               R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
-               R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
 
                switch(vid.renderpath)
                {
@@ -7959,7 +8177,7 @@ static void R_BlendView(void)
                default:
                        break;
                }
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+               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;
                break;
        case RENDERPATH_GL13:
@@ -7968,12 +8186,11 @@ static void R_BlendView(void)
                {
                        // apply a color tint to the whole view
                        R_ResetViewRendering2D();
-                       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-                       R_Mesh_ColorPointer(NULL, 0, 0);
+                       GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
                        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                }
                break;
        }
@@ -8087,10 +8304,14 @@ void R_UpdateVariables(void)
                r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
                r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
                r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
+               if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
+                       R_BuildFogHeightTexture();
                // fog color was already set
                // update the fog texture
                if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
                        R_BuildFogTexture();
+               r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
+               r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
        }
        else
                r_refdef.fogenabled = false;
@@ -8125,7 +8346,7 @@ void R_UpdateVariables(void)
                                }
                                else
                                {
-                                       r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
+                                       r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
                                }
                        }
                }
@@ -8207,18 +8428,12 @@ void R_RenderView(void)
                return;
        }
 
-       if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
+       if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
        r_refdef.view.colorscale = r_hdr_scenebrightness.value;
 
-       // 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
-       // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
-       Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
-       VectorNegate(r_refdef.view.left, r_refdef.view.right);
-       // make an inverted copy of the view matrix for tracking sprites
-       Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+       R_RenderView_UpdateViewVectors();
 
        R_Shadow_UpdateWorldLightSelection();
 
@@ -8309,6 +8524,9 @@ void R_RenderScene(void)
 {
        qboolean shadowmapping = false;
 
+       if (r_timereport_active)
+               R_TimeReport("beginscene");
+
        r_refdef.stats.renders++;
 
        R_UpdateFogColor();
@@ -8323,6 +8541,9 @@ void R_RenderScene(void)
 
        Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
 
+       if (r_timereport_active)
+               R_TimeReport("skystartframe");
+
        if (cl.csqc_vidvars.drawworld)
        {
                // don't let sound skip if going slow
@@ -8379,7 +8600,7 @@ void R_RenderScene(void)
                        R_TimeReport("modeldepth");
        }
 
-       if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
+       if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
        {
                R_DrawModelShadowMaps();
                R_ResetViewRendering3D();
@@ -8407,7 +8628,7 @@ void R_RenderScene(void)
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+       if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
                R_DrawModelShadows();
                R_ResetViewRendering3D();
@@ -8427,7 +8648,7 @@ void R_RenderScene(void)
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
-       if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+       if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
        {
                R_DrawModelShadows();
                R_ResetViewRendering3D();
@@ -8561,11 +8782,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
                        c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
                }
        }
-       R_Mesh_VertexPointer(vertex3f, 0, 0);
-       R_Mesh_ColorPointer(color4f, 0, 0);
+       R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
        R_Mesh_ResetTextureState();
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-       R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
+       R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -8711,9 +8931,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
        GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-       R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
        memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-       R_Mesh_ColorPointer(color4f, 0, 0);
        for (i = 0, c = color4f;i < 6;i++, c += 4)
        {
                c[0] *= rsurface.colormod[0];
@@ -8725,7 +8943,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        {
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
-                       f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
+                       f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
                        f2 = 1 - f1;
                        c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
                        c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
@@ -8733,7 +8951,8 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                }
        }
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
+       R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
+       R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
 }
 
 void R_DrawNoModel(entity_render_t *ent)
@@ -8906,12 +9125,22 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
        layer->color[3] = a;
 }
 
+static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
+{
+       if(parms[0] == 0 && parms[1] == 0)
+               return false;
+       if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
+               if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
+                       return false;
+       return true;
+}
+
 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
 {
        double index, f;
        index = parms[2] + r_refdef.scene.time * parms[3];
        index -= floor(index);
-       switch (func)
+       switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
        {
        default:
        case Q3WAVEFUNC_NONE:
@@ -8936,7 +9165,10 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
                        f = -(1 - f);
                break;
        }
-       return (float)(parms[0] + parms[1] * f);
+       f = parms[0] + parms[1] * f;
+       if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
+               f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
+       return (float) f;
 }
 
 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
@@ -9037,6 +9269,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        t->update_lastrenderframe = r_textureframe;
        t->update_lastrenderentity = (void *)ent;
 
+       if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
+               t->camera_entity = ent->entitynumber;
+       else
+               t->camera_entity = 0;
+
        // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
@@ -9073,7 +9310,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        r_qwskincache_size = cl.maxclients;
                        if (r_qwskincache)
                                Mem_Free(r_qwskincache);
-                       r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
+                       r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
                }
                if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
                        R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
@@ -9093,7 +9330,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
                t->currentalpha *= t->r_water_wateralpha;
        if(!r_waterstate.enabled || r_refdef.view.isoverlay)
-               t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
+               t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
        if (!(rsurface.ent_flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
@@ -9116,11 +9353,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
        if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
        {
-               if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
+               if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
                        t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
        }
        else
-               t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
+               t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
        if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
                t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
 
@@ -9167,7 +9404,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        }
        else
        {
-               t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
+               t->backgroundbasetexture = r_texture_white;
                t->backgroundnmaptexture = r_texture_blanknormalmap;
                t->backgroundglosstexture = r_texture_black;
                t->backgroundglowtexture = NULL;
@@ -9314,24 +9551,51 @@ rsurfacestate_t rsurface;
 
 void R_Mesh_ResizeArrays(int newvertices)
 {
-       float *base;
+       unsigned char *base;
+       size_t size;
        if (rsurface.array_size >= newvertices)
                return;
-       if (rsurface.array_modelvertex3f)
-               Mem_Free(rsurface.array_modelvertex3f);
+       if (rsurface.array_base)
+               Mem_Free(rsurface.array_base);
        rsurface.array_size = (newvertices + 1023) & ~1023;
-       base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
-       rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
-       rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
-       rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
-       rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
-       rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
-       rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
-       rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
-       rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
-       rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
-       rsurface.array_color4f           = base + rsurface.array_size * 27;
-       rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
+       size = 0;
+       size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
+       size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
+       size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
+       size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
+       size += rsurface.array_size * sizeof(float[3]);
+       size += rsurface.array_size * sizeof(float[3]);
+       size += rsurface.array_size * sizeof(float[3]);
+       size += rsurface.array_size * sizeof(float[3]);
+       size += rsurface.array_size * sizeof(float[3]);
+       size += rsurface.array_size * sizeof(float[3]);
+       size += rsurface.array_size * sizeof(float[3]);
+       size += rsurface.array_size * sizeof(float[3]);
+       size += rsurface.array_size * sizeof(float[4]);
+       size += rsurface.array_size * sizeof(float[2]);
+       size += rsurface.array_size * sizeof(float[2]);
+       size += rsurface.array_size * sizeof(float[4]);
+       size += rsurface.array_size * sizeof(int[3]);
+       size += rsurface.array_size * sizeof(unsigned short[3]);
+       rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
+       rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
+       rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
+       rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
+       rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
+       rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
+       rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
+       rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
+       rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
+       rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
+       rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
+       rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
+       rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
+       rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
+       rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
+       rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
+       rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
+       rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
+       rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
 }
 
 void RSurf_ActiveWorldEntity(void)
@@ -9341,6 +9605,7 @@ void RSurf_ActiveWorldEntity(void)
        //      return;
        rsurface.entity = r_refdef.scene.worldentity;
        rsurface.skeleton = NULL;
+       memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
        rsurface.ent_shadertime = 0;
@@ -9372,48 +9637,80 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
        rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
-       rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
        rsurface.modelsvector3f = model->surfmesh.data_svector3f;
-       rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
        rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
-       rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
        rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
-       rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
        rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
-       rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+       rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
        rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
-       rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
        rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
-       rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
        rsurface.modelelement3i = model->surfmesh.data_element3i;
+       rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
+       rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
        rsurface.modelelement3s = model->surfmesh.data_element3s;
-       rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
-       rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
+       rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
+       rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
        rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
-       rsurface.modelnum_vertices = model->surfmesh.num_vertices;
-       rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+       rsurface.modelnumvertices = model->surfmesh.num_vertices;
+       rsurface.modelnumtriangles = model->surfmesh.num_triangles;
        rsurface.modelsurfaces = model->data_surfaces;
-       rsurface.generatedvertex = false;
-       rsurface.vertex3f  = rsurface.modelvertex3f;
-       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
-       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
-       rsurface.svector3f = rsurface.modelsvector3f;
-       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
-       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
-       rsurface.tvector3f = rsurface.modeltvector3f;
-       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
-       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
-       rsurface.normal3f  = rsurface.modelnormal3f;
-       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
-       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
-       rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
+       rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
+       rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
+       rsurface.modelvertexposition = model->surfmesh.vertexposition;
+       rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+       rsurface.modelgeneratedvertex = false;
+       rsurface.batchgeneratedvertex = false;
+       rsurface.batchfirstvertex = 0;
+       rsurface.batchnumvertices = 0;
+       rsurface.batchfirsttriangle = 0;
+       rsurface.batchnumtriangles = 0;
+       rsurface.batchvertex3f  = NULL;
+       rsurface.batchvertex3f_vertexbuffer = NULL;
+       rsurface.batchvertex3f_bufferoffset = 0;
+       rsurface.batchsvector3f = NULL;
+       rsurface.batchsvector3f_vertexbuffer = NULL;
+       rsurface.batchsvector3f_bufferoffset = 0;
+       rsurface.batchtvector3f = NULL;
+       rsurface.batchtvector3f_vertexbuffer = NULL;
+       rsurface.batchtvector3f_bufferoffset = 0;
+       rsurface.batchnormal3f  = NULL;
+       rsurface.batchnormal3f_vertexbuffer = NULL;
+       rsurface.batchnormal3f_bufferoffset = 0;
+       rsurface.batchlightmapcolor4f = NULL;
+       rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
+       rsurface.batchlightmapcolor4f_bufferoffset = 0;
+       rsurface.batchtexcoordtexture2f = NULL;
+       rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+       rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+       rsurface.batchtexcoordlightmap2f = NULL;
+       rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
+       rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchvertexmesh = NULL;
+       rsurface.batchvertexmeshbuffer = NULL;
+       rsurface.batchvertexposition = NULL;
+       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchelement3i = NULL;
+       rsurface.batchelement3i_indexbuffer = NULL;
+       rsurface.batchelement3i_bufferoffset = 0;
+       rsurface.batchelement3s = NULL;
+       rsurface.batchelement3s_indexbuffer = NULL;
+       rsurface.batchelement3s_bufferoffset = 0;
+       rsurface.passcolor4f = NULL;
+       rsurface.passcolor4f_vertexbuffer = NULL;
+       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
@@ -9423,6 +9720,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        //      return;
        rsurface.entity = (entity_render_t *)ent;
        rsurface.skeleton = ent->skeleton;
+       memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
        rsurface.ent_skinnum = ent->skinnum;
        rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
        rsurface.ent_shadertime = ent->shadertime;
@@ -9465,6 +9763,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
                        rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
                        rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
+                       rsurface.modelvertexmesh = ent->animcache_vertexmesh;
+                       rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
+                       rsurface.modelvertexposition = ent->animcache_vertexposition;
+                       rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
                }
                else if (wanttangents)
                {
@@ -9473,6 +9775,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modeltvector3f = rsurface.array_modeltvector3f;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+                       rsurface.modelvertexmesh = NULL;
+                       rsurface.modelvertexmeshbuffer = NULL;
+                       rsurface.modelvertexposition = NULL;
+                       rsurface.modelvertexpositionbuffer = NULL;
                }
                else if (wantnormals)
                {
@@ -9481,6 +9787,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+                       rsurface.modelvertexmesh = NULL;
+                       rsurface.modelvertexmeshbuffer = NULL;
+                       rsurface.modelvertexposition = NULL;
+                       rsurface.modelvertexpositionbuffer = NULL;
                }
                else
                {
@@ -9489,77 +9799,115 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
                        model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+                       rsurface.modelvertexmesh = NULL;
+                       rsurface.modelvertexmeshbuffer = NULL;
+                       rsurface.modelvertexposition = NULL;
+                       rsurface.modelvertexpositionbuffer = NULL;
                }
-               rsurface.modelvertex3f_bufferobject = 0;
+               rsurface.modelvertex3f_vertexbuffer = 0;
                rsurface.modelvertex3f_bufferoffset = 0;
-               rsurface.modelsvector3f_bufferobject = 0;
+               rsurface.modelsvector3f_vertexbuffer = 0;
                rsurface.modelsvector3f_bufferoffset = 0;
-               rsurface.modeltvector3f_bufferobject = 0;
+               rsurface.modeltvector3f_vertexbuffer = 0;
                rsurface.modeltvector3f_bufferoffset = 0;
-               rsurface.modelnormal3f_bufferobject = 0;
+               rsurface.modelnormal3f_vertexbuffer = 0;
                rsurface.modelnormal3f_bufferoffset = 0;
-               rsurface.generatedvertex = true;
+               rsurface.modelgeneratedvertex = true;
        }
        else
        {
                rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
-               rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
                rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
                rsurface.modelsvector3f = model->surfmesh.data_svector3f;
-               rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
                rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
                rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
-               rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
                rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
                rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
-               rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
                rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
-               rsurface.generatedvertex = false;
+               rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
+               rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
+               rsurface.modelvertexposition = model->surfmesh.vertexposition;
+               rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+               rsurface.modelgeneratedvertex = false;
        }
        rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
-       rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+       rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
        rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
-       rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
        rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
-       rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
        rsurface.modelelement3i = model->surfmesh.data_element3i;
+       rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
+       rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
        rsurface.modelelement3s = model->surfmesh.data_element3s;
-       rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
-       rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
+       rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
+       rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
        rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
-       rsurface.modelnum_vertices = model->surfmesh.num_vertices;
-       rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+       rsurface.modelnumvertices = model->surfmesh.num_vertices;
+       rsurface.modelnumtriangles = model->surfmesh.num_triangles;
        rsurface.modelsurfaces = model->data_surfaces;
-       rsurface.vertex3f  = rsurface.modelvertex3f;
-       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
-       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
-       rsurface.svector3f = rsurface.modelsvector3f;
-       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
-       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
-       rsurface.tvector3f = rsurface.modeltvector3f;
-       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
-       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
-       rsurface.normal3f  = rsurface.modelnormal3f;
-       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
-       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
-       rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
+       rsurface.batchgeneratedvertex = false;
+       rsurface.batchfirstvertex = 0;
+       rsurface.batchnumvertices = 0;
+       rsurface.batchfirsttriangle = 0;
+       rsurface.batchnumtriangles = 0;
+       rsurface.batchvertex3f  = NULL;
+       rsurface.batchvertex3f_vertexbuffer = NULL;
+       rsurface.batchvertex3f_bufferoffset = 0;
+       rsurface.batchsvector3f = NULL;
+       rsurface.batchsvector3f_vertexbuffer = NULL;
+       rsurface.batchsvector3f_bufferoffset = 0;
+       rsurface.batchtvector3f = NULL;
+       rsurface.batchtvector3f_vertexbuffer = NULL;
+       rsurface.batchtvector3f_bufferoffset = 0;
+       rsurface.batchnormal3f  = NULL;
+       rsurface.batchnormal3f_vertexbuffer = NULL;
+       rsurface.batchnormal3f_bufferoffset = 0;
+       rsurface.batchlightmapcolor4f = NULL;
+       rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
+       rsurface.batchlightmapcolor4f_bufferoffset = 0;
+       rsurface.batchtexcoordtexture2f = NULL;
+       rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+       rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+       rsurface.batchtexcoordlightmap2f = NULL;
+       rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
+       rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchvertexmesh = NULL;
+       rsurface.batchvertexmeshbuffer = NULL;
+       rsurface.batchvertexposition = NULL;
+       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchelement3i = NULL;
+       rsurface.batchelement3i_indexbuffer = NULL;
+       rsurface.batchelement3i_bufferoffset = 0;
+       rsurface.batchelement3s = NULL;
+       rsurface.batchelement3s_indexbuffer = NULL;
+       rsurface.batchelement3s_bufferoffset = 0;
+       rsurface.passcolor4f = NULL;
+       rsurface.passcolor4f_vertexbuffer = NULL;
+       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 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)
 {
+       int i;
+
        rsurface.entity = r_refdef.scene.worldentity;
        rsurface.skeleton = NULL;
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
        rsurface.ent_shadertime = shadertime;
        rsurface.ent_flags = entflags;
-       rsurface.modelnum_vertices = numvertices;
-       rsurface.modelnum_triangles = numtriangles;
-       if (rsurface.array_size < rsurface.modelnum_vertices)
-               R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
+       rsurface.modelnumvertices = numvertices;
+       rsurface.modelnumtriangles = numtriangles;
+       if (rsurface.array_size < rsurface.modelnumvertices)
+               R_Mesh_ResizeArrays(rsurface.modelnumvertices);
        rsurface.matrix = *matrix;
        rsurface.inversematrix = *inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
@@ -9604,50 +9952,108 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
                rsurface.modeltvector3f = NULL;
                rsurface.modelnormal3f = NULL;
        }
-       rsurface.modelvertex3f_bufferobject = 0;
+       rsurface.modelvertexmesh = NULL;
+       rsurface.modelvertexmeshbuffer = NULL;
+       rsurface.modelvertexposition = NULL;
+       rsurface.modelvertexpositionbuffer = NULL;
+       rsurface.modelvertex3f_vertexbuffer = 0;
        rsurface.modelvertex3f_bufferoffset = 0;
-       rsurface.modelsvector3f_bufferobject = 0;
+       rsurface.modelsvector3f_vertexbuffer = 0;
        rsurface.modelsvector3f_bufferoffset = 0;
-       rsurface.modeltvector3f_bufferobject = 0;
+       rsurface.modeltvector3f_vertexbuffer = 0;
        rsurface.modeltvector3f_bufferoffset = 0;
-       rsurface.modelnormal3f_bufferobject = 0;
+       rsurface.modelnormal3f_vertexbuffer = 0;
        rsurface.modelnormal3f_bufferoffset = 0;
-       rsurface.generatedvertex = true;
+       rsurface.modelgeneratedvertex = true;
        rsurface.modellightmapcolor4f  = color4f;
-       rsurface.modellightmapcolor4f_bufferobject = 0;
+       rsurface.modellightmapcolor4f_vertexbuffer = 0;
        rsurface.modellightmapcolor4f_bufferoffset = 0;
        rsurface.modeltexcoordtexture2f  = texcoord2f;
-       rsurface.modeltexcoordtexture2f_bufferobject = 0;
+       rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
        rsurface.modeltexcoordtexture2f_bufferoffset = 0;
        rsurface.modeltexcoordlightmap2f  = NULL;
-       rsurface.modeltexcoordlightmap2f_bufferobject = 0;
+       rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
        rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
        rsurface.modelelement3i = element3i;
+       rsurface.modelelement3i_indexbuffer = NULL;
+       rsurface.modelelement3i_bufferoffset = 0;
        rsurface.modelelement3s = element3s;
-       rsurface.modelelement3i_bufferobject = 0;
-       rsurface.modelelement3s_bufferobject = 0;
+       rsurface.modelelement3s_indexbuffer = NULL;
+       rsurface.modelelement3s_bufferoffset = 0;
        rsurface.modellightmapoffsets = NULL;
        rsurface.modelsurfaces = NULL;
-       rsurface.vertex3f  = rsurface.modelvertex3f;
-       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
-       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
-       rsurface.svector3f = rsurface.modelsvector3f;
-       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
-       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
-       rsurface.tvector3f = rsurface.modeltvector3f;
-       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
-       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
-       rsurface.normal3f  = rsurface.modelnormal3f;
-       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
-       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
-       rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
-
-       if (rsurface.modelnum_vertices && rsurface.modelelement3i)
+       rsurface.batchgeneratedvertex = false;
+       rsurface.batchfirstvertex = 0;
+       rsurface.batchnumvertices = 0;
+       rsurface.batchfirsttriangle = 0;
+       rsurface.batchnumtriangles = 0;
+       rsurface.batchvertex3f  = NULL;
+       rsurface.batchvertex3f_vertexbuffer = NULL;
+       rsurface.batchvertex3f_bufferoffset = 0;
+       rsurface.batchsvector3f = NULL;
+       rsurface.batchsvector3f_vertexbuffer = NULL;
+       rsurface.batchsvector3f_bufferoffset = 0;
+       rsurface.batchtvector3f = NULL;
+       rsurface.batchtvector3f_vertexbuffer = NULL;
+       rsurface.batchtvector3f_bufferoffset = 0;
+       rsurface.batchnormal3f  = NULL;
+       rsurface.batchnormal3f_vertexbuffer = NULL;
+       rsurface.batchnormal3f_bufferoffset = 0;
+       rsurface.batchlightmapcolor4f = NULL;
+       rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
+       rsurface.batchlightmapcolor4f_bufferoffset = 0;
+       rsurface.batchtexcoordtexture2f = NULL;
+       rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+       rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+       rsurface.batchtexcoordlightmap2f = NULL;
+       rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
+       rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchvertexmesh = NULL;
+       rsurface.batchvertexmeshbuffer = NULL;
+       rsurface.batchvertexposition = NULL;
+       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchelement3i = NULL;
+       rsurface.batchelement3i_indexbuffer = NULL;
+       rsurface.batchelement3i_bufferoffset = 0;
+       rsurface.batchelement3s = NULL;
+       rsurface.batchelement3s_indexbuffer = NULL;
+       rsurface.batchelement3s_bufferoffset = 0;
+       rsurface.passcolor4f = NULL;
+       rsurface.passcolor4f_vertexbuffer = NULL;
+       rsurface.passcolor4f_bufferoffset = 0;
+
+       if (rsurface.modelnumvertices && rsurface.modelelement3i)
        {
                if ((wantnormals || wanttangents) && !normal3f)
-                       Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
+               {
+                       Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
+                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+               }
                if (wanttangents && !svector3f)
-                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
+               {
+                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
+                       rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+                       rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+               }
+       }
+
+       // now convert arrays into vertexmesh structs
+       for (i = 0;i < numvertices;i++)
+       {
+               VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
+               VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
+               if (rsurface.modelsvector3f)
+                       VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
+               if (rsurface.modeltvector3f)
+                       VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
+               if (rsurface.modelnormal3f)
+                       VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
+               if (rsurface.modellightmapcolor4f)
+                       Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
+               if (rsurface.modeltexcoordtexture2f)
+                       Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
+               if (rsurface.modeltexcoordlightmap2f)
+                       Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
        }
 }
 
@@ -9683,70 +10089,82 @@ 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)
+{
+       int i;
+       for (i = 0;i < numelements;i++)
+               outelement3i[i] = inelement3i[i] + adjust;
+}
+
 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
-void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
+extern cvar_t gl_vbo;
+void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        int deformindex;
-       int texturesurfaceindex;
+       int firsttriangle;
+       int numtriangles;
+       int firstvertex;
+       int endvertex;
+       int numvertices;
+       int surfacefirsttriangle;
+       int surfacenumtriangles;
+       int surfacefirstvertex;
+       int surfaceendvertex;
+       int surfacenumvertices;
+       int surfaceadjustvertex;
+       int needsupdate;
        int i, j;
+       qboolean gaps;
+       qboolean dynamicvertex;
        float amplitude;
        float animpos;
        float scale;
-       const float *v1, *in_tc;
-       float *out_tc;
        float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
        float waveparms[4];
        q3shaderinfo_deform_t *deform;
-       // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
-       if (rsurface.generatedvertex)
+       const msurface_t *surface, *firstsurface;
+       r_vertexposition_t *vertexposition;
+       r_vertexmesh_t *vertexmesh;
+       if (!texturenumsurfaces)
+               return;
+       // find vertex range of this surface batch
+       gaps = false;
+       firstsurface = texturesurfacelist[0];
+       firsttriangle = firstsurface->num_firsttriangle;
+       numtriangles = 0;
+       firstvertex = endvertex = firstsurface->num_firstvertex;
+       for (i = 0;i < texturenumsurfaces;i++)
        {
-               if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
-                       generatenormals = true;
-               for (i = 0;i < Q3MAXDEFORMS;i++)
-               {
-                       if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
-                       {
-                               generatetangents = true;
-                               generatenormals = true;
-                       }
-                       if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
-                               generatenormals = true;
-               }
-               if (generatenormals && !rsurface.modelnormal3f)
-               {
-                       rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
-                       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
-                       Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
-               }
-               if (generatetangents && !rsurface.modelsvector3f)
-               {
-                       rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
-                       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
-                       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
-                       rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
-                       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
-                       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
-                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
-               }
-       }
-       rsurface.vertex3f  = rsurface.modelvertex3f;
-       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
-       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
-       rsurface.svector3f = rsurface.modelsvector3f;
-       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
-       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
-       rsurface.tvector3f = rsurface.modeltvector3f;
-       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
-       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
-       rsurface.normal3f  = rsurface.modelnormal3f;
-       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
-       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
-       // if vertices are deformed (sprite flares and things in maps, possibly
-       // water waves, bulges and other deformations), generate them into
-       // rsurface.deform* arrays from whatever the rsurface.* arrays point to
-       // (may be static model data or generated data for an animated model, or
-       //  the previous deform pass)
+               surface = texturesurfacelist[i];
+               if (surface != firstsurface + i)
+                       gaps = true;
+               surfacefirstvertex = surface->num_firstvertex;
+               surfaceendvertex = surfacefirstvertex + surface->num_vertices;
+               surfacenumtriangles = surface->num_triangles;
+               if (firstvertex > surfacefirstvertex)
+                       firstvertex = surfacefirstvertex;
+               if (endvertex < surfaceendvertex)
+                       endvertex = surfaceendvertex;
+               numtriangles += surfacenumtriangles;
+       }
+       if (!numtriangles)
+               return;
+
+       // we now know the vertex range used, and if there are any gaps in it
+       rsurface.batchfirstvertex = firstvertex;
+       rsurface.batchnumvertices = endvertex - firstvertex;
+       rsurface.batchfirsttriangle = firsttriangle;
+       rsurface.batchnumtriangles = numtriangles;
+
+       // this variable holds flags for which properties have been updated that
+       // may require regenerating vertexmesh or vertexposition arrays...
+       needsupdate = 0;
+
+       // check if any dynamic vertex processing must occur
+       dynamicvertex = false;
+
+       if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
+               needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
        for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
        {
                switch (deform->deform)
@@ -9764,47 +10182,430 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                case Q3DEFORM_NONE:
                        break;
                case Q3DEFORM_AUTOSPRITE:
-                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
-                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
-                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
-                       VectorNormalize(newforward);
-                       VectorNormalize(newright);
-                       VectorNormalize(newup);
-                       // make deformed versions of only the model vertices used by the specified surfaces
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               // a single autosprite surface can contain multiple sprites...
-                               for (j = 0;j < surface->num_vertices - 3;j += 4)
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       break;
+               case Q3DEFORM_AUTOSPRITE2:
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       break;
+               case Q3DEFORM_NORMAL:
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       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
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       break;
+               case Q3DEFORM_BULGE:
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       needsupdate |= BATCHNEED_VERTEXPOSITION | 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
+                       dynamicvertex = true;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
+                       break;
+               }
+       }
+       switch(rsurface.texture->tcgen.tcgen)
+       {
+       default:
+       case Q3TCGEN_TEXTURE:
+               break;
+       case Q3TCGEN_LIGHTMAP:
+               dynamicvertex = true;
+               batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
+               needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
+               break;
+       case Q3TCGEN_VECTOR:
+               dynamicvertex = true;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+               needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
+               break;
+       case Q3TCGEN_ENVIRONMENT:
+               dynamicvertex = true;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
+               needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
+               break;
+       }
+       if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
+       {
+               dynamicvertex = true;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+               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)))
+       {
+               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 (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
+       {
+               dynamicvertex = true;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+               needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
+       }
+
+       if (dynamicvertex || gaps || rsurface.batchfirstvertex)
+       {
+               // 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;
+               if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
+               if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
+               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;
+       }
+
+       // when the model data has no vertex buffer (dynamic mesh), we need to
+       // eliminate gaps
+       if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
+               batchneed |= BATCHNEED_NOGAPS;
+
+       // if needsupdate, we have to do a dynamic vertex batch for sure
+       if (needsupdate & batchneed)
+               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)))
+               dynamicvertex = true;
+
+       // see if we need to build vertexposition from arrays
+       if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
+               dynamicvertex = true;
+
+       // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
+       if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
+               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)
+               dynamicvertex = true;
+
+       rsurface.batchvertex3f = rsurface.modelvertex3f;
+       rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
+       rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+       rsurface.batchsvector3f = rsurface.modelsvector3f;
+       rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
+       rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+       rsurface.batchtvector3f = rsurface.modeltvector3f;
+       rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
+       rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+       rsurface.batchnormal3f = rsurface.modelnormal3f;
+       rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
+       rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
+       rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
+       rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
+       rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
+       rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
+       rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
+       rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
+       rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
+       rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
+       rsurface.batchvertexposition = rsurface.modelvertexposition;
+       rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
+       rsurface.batchvertexmesh = rsurface.modelvertexmesh;
+       rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
+       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;
+
+       // if any dynamic vertex processing has to occur in software, we copy the
+       // entire surface list together before processing to rebase the vertices
+       // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
+       //
+       // if any gaps exist and we do not have a static vertex buffer, we have to
+       // 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.
+       //
+       // in all cases we end up with data that can be drawn in one call.
+
+       if (!dynamicvertex)
+       {
+               // static vertex data, just set pointers...
+               rsurface.batchgeneratedvertex = false;
+               // if there are gaps, we want to build a combined index buffer,
+               // otherwise use the original static buffer with an appropriate offset
+               if (gaps)
+               {
+                       firsttriangle = 0;
+                       numtriangles = 0;
+                       for (i = 0;i < texturenumsurfaces;i++)
+                       {
+                               surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
+                               surfacenumtriangles = texturesurfacelist[i]->num_triangles;
+                               memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
+                               numtriangles += surfacenumtriangles;
+                       }
+                       rsurface.batchelement3i = rsurface.array_batchelement3i;
+                       rsurface.batchelement3i_indexbuffer = NULL;
+                       rsurface.batchelement3i_bufferoffset = 0;
+                       rsurface.batchelement3s = NULL;
+                       rsurface.batchelement3s_indexbuffer = NULL;
+                       rsurface.batchelement3s_bufferoffset = 0;
+                       if (endvertex <= 65536)
+                       {
+                               rsurface.batchelement3s = rsurface.array_batchelement3s;
+                               for (i = 0;i < numtriangles*3;i++)
+                                       rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+                       }
+                       rsurface.batchfirsttriangle = firsttriangle;
+                       rsurface.batchnumtriangles = numtriangles;
+               }
+               return;
+       }
+
+       // something needs software processing, do it for real...
+       // we only directly handle interleaved array data in this case...
+       rsurface.batchgeneratedvertex = true;
+
+       // 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)
+       {
+               rsurface.batchvertexposition = NULL;
+               rsurface.batchvertexpositionbuffer = NULL;
+               rsurface.batchvertexmesh = NULL;
+               rsurface.batchvertexmeshbuffer = NULL;
+               rsurface.batchvertex3f = NULL;
+               rsurface.batchvertex3f_vertexbuffer = NULL;
+               rsurface.batchvertex3f_bufferoffset = 0;
+               rsurface.batchsvector3f = NULL;
+               rsurface.batchsvector3f_vertexbuffer = NULL;
+               rsurface.batchsvector3f_bufferoffset = 0;
+               rsurface.batchtvector3f = NULL;
+               rsurface.batchtvector3f_vertexbuffer = NULL;
+               rsurface.batchtvector3f_bufferoffset = 0;
+               rsurface.batchnormal3f = NULL;
+               rsurface.batchnormal3f_vertexbuffer = NULL;
+               rsurface.batchnormal3f_bufferoffset = 0;
+               rsurface.batchlightmapcolor4f = NULL;
+               rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
+               rsurface.batchlightmapcolor4f_bufferoffset = 0;
+               rsurface.batchtexcoordtexture2f = NULL;
+               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               rsurface.batchtexcoordlightmap2f = NULL;
+               rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+               rsurface.batchelement3i = rsurface.array_batchelement3i;
+               rsurface.batchelement3i_indexbuffer = NULL;
+               rsurface.batchelement3i_bufferoffset = 0;
+               rsurface.batchelement3s = NULL;
+               rsurface.batchelement3s_indexbuffer = NULL;
+               rsurface.batchelement3s_bufferoffset = 0;
+               // we'll only be setting up certain arrays as needed
+               if (batchneed & BATCHNEED_VERTEXPOSITION)
+                       rsurface.batchvertexposition = rsurface.array_batchvertexposition;
+               if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
+                       rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
+               if (batchneed & BATCHNEED_ARRAY_VERTEX)
+                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+               if (batchneed & BATCHNEED_ARRAY_NORMAL)
+                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+               if (batchneed & BATCHNEED_ARRAY_VECTOR)
+               {
+                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+               }
+               if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
+                       rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+               if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
+                       rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
+               if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
+                       rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
+               numvertices = 0;
+               numtriangles = 0;
+               for (i = 0;i < texturenumsurfaces;i++)
+               {
+                       surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
+                       surfacenumvertices = texturesurfacelist[i]->num_vertices;
+                       surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
+                       surfaceadjustvertex = numvertices - surfacefirstvertex;
+                       surfacenumtriangles = texturesurfacelist[i]->num_triangles;
+                       // copy only the data requested
+                       if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
+                               memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
+                       if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
+                               memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
+                       if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
+                       {
+                               if (batchneed & BATCHNEED_ARRAY_VERTEX)
+                                       memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                               if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
+                                       memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                               if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
                                {
-                                       VectorClear(center);
-                                       for (i = 0;i < 4;i++)
-                                               VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
-                                       VectorScale(center, 0.25f, center);
-                                       VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
-                                       VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
-                                       VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
-                                       for (i = 0;i < 4;i++)
+                                       memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                               }
+                               if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
+                                       memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
+                               if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
+                                       memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                               if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
+                                       memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                       }
+                       RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
+                       numvertices += surfacenumvertices;
+                       numtriangles += surfacenumtriangles;
+               }
+
+               // generate a 16bit index array as well if possible
+               // (in general, dynamic batches fit)
+               if (numvertices <= 65536)
+               {
+                       rsurface.batchelement3s = rsurface.array_batchelement3s;
+                       for (i = 0;i < numtriangles*3;i++)
+                               rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+               }
+
+               // since we've copied everything, the batch now starts at 0
+               rsurface.batchfirstvertex = 0;
+               rsurface.batchnumvertices = numvertices;
+               rsurface.batchfirsttriangle = 0;
+               rsurface.batchnumtriangles = numtriangles;
+       }
+
+       // 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)
+       {
+               // generate color arrays for the surfaces in this list
+               int c[4];
+               int scale;
+               int size3;
+               const int *offsets;
+               const unsigned char *lm;
+               numvertices = 0;
+               rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+               rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
+               rsurface.batchlightmapcolor4f_bufferoffset = 0;
+               for (i = 0;i < texturenumsurfaces;i++)
+               {
+                       surface = texturesurfacelist[i];
+                       offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
+                       surfacenumvertices = surface->num_vertices;
+                       if (surface->lightmapinfo->samples)
+                       {
+                               for (j = 0;j < surfacenumvertices;j++)
+                               {
+                                       lm = surface->lightmapinfo->samples + offsets[j];
+                                       scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
+                                       VectorScale(lm, scale, c);
+                                       if (surface->lightmapinfo->styles[1] != 255)
                                        {
-                                               VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
-                                               VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                               size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+                                               lm += size3;
+                                               scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
+                                               VectorMA(c, scale, lm, c);
+                                               if (surface->lightmapinfo->styles[2] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
+                                                       VectorMA(c, scale, lm, c);
+                                                       if (surface->lightmapinfo->styles[3] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
+                                                               VectorMA(c, scale, lm, c);
+                                                       }
+                                               }
                                        }
+                                       c[0] >>= 15;
+                                       c[1] >>= 15;
+                                       c[2] >>= 15;
+                                       Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
+                                       numvertices++;
+                               }
+                       }
+                       else
+                       {
+                               for (j = 0;j < surfacenumvertices;j++)
+                               {
+                                       Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
+                                       numvertices++;
+                               }
+                       }
+               }
+       }
+
+       // if vertices are deformed (sprite flares and things in maps, possibly
+       // water waves, bulges and other deformations), modify the copied vertices
+       // in place
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
+       {
+               switch (deform->deform)
+               {
+               default:
+               case Q3DEFORM_PROJECTIONSHADOW:
+               case Q3DEFORM_TEXT0:
+               case Q3DEFORM_TEXT1:
+               case Q3DEFORM_TEXT2:
+               case Q3DEFORM_TEXT3:
+               case Q3DEFORM_TEXT4:
+               case Q3DEFORM_TEXT5:
+               case Q3DEFORM_TEXT6:
+               case Q3DEFORM_TEXT7:
+               case Q3DEFORM_NONE:
+                       break;
+               case Q3DEFORM_AUTOSPRITE:
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
+                       VectorNormalize(newforward);
+                       VectorNormalize(newright);
+                       VectorNormalize(newup);
+                       // a single autosprite surface can contain multiple sprites...
+                       for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
+                       {
+                               VectorClear(center);
+                               for (i = 0;i < 4;i++)
+                                       VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
+                               VectorScale(center, 0.25f, center);
+                               VectorCopy(rsurface.batchnormal3f + 3*j, forward);
+                               VectorCopy(rsurface.batchsvector3f + 3*j, right);
+                               VectorCopy(rsurface.batchtvector3f + 3*j, up);
+                               for (i = 0;i < 4;i++)
+                               {
+                                       VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
+                                       VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
                                }
-                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
-                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
-                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
-                       rsurface.vertex3f_bufferobject = 0;
-                       rsurface.vertex3f_bufferoffset = 0;
-                       rsurface.svector3f = rsurface.array_deformedsvector3f;
-                       rsurface.svector3f_bufferobject = 0;
-                       rsurface.svector3f_bufferoffset = 0;
-                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
-                       rsurface.tvector3f_bufferobject = 0;
-                       rsurface.tvector3f_bufferoffset = 0;
-                       rsurface.normal3f = rsurface.array_deformednormal3f;
-                       rsurface.normal3f_bufferobject = 0;
-                       rsurface.normal3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+                       rsurface.batchvertex3f_vertexbuffer = NULL;
+                       rsurface.batchvertex3f_bufferoffset = 0;
+                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+                       rsurface.batchsvector3f_vertexbuffer = NULL;
+                       rsurface.batchsvector3f_bufferoffset = 0;
+                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+                       rsurface.batchtvector3f_vertexbuffer = NULL;
+                       rsurface.batchtvector3f_bufferoffset = 0;
+                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+                       rsurface.batchnormal3f_vertexbuffer = NULL;
+                       rsurface.batchnormal3f_bufferoffset = 0;
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
@@ -9813,10 +10614,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        VectorNormalize(newforward);
                        VectorNormalize(newright);
                        VectorNormalize(newup);
-                       // make deformed versions of only the model vertices used by the specified surfaces
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                const float *v1, *v2;
                                vec3_t start, end;
                                float f, l;
@@ -9829,25 +10627,18 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                shortest[2];
                                memset(shortest, 0, sizeof(shortest));
                                // a single autosprite surface can contain multiple sprites...
-                               for (j = 0;j < surface->num_vertices - 3;j += 4)
+                               for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
                                {
                                        VectorClear(center);
                                        for (i = 0;i < 4;i++)
-                                               VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                               VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
                                        VectorScale(center, 0.25f, center);
                                        // find the two shortest edges, then use them to define the
                                        // axis vectors for rotating around the central axis
                                        for (i = 0;i < 6;i++)
                                        {
-                                               v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
-                                               v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
-#if 0
-                                               Debug_PolygonBegin(NULL, 0);
-                                               Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
-                                               Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
-                                               Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
-                                               Debug_PolygonEnd();
-#endif
+                                               v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
+                                               v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
                                                l = VectorDistance2(v1, v2);
                                                // this length bias tries to make sense of square polygons, assuming they are meant to be upright
                                                if (v1[2] != v2[2])
@@ -9868,13 +10659,6 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        }
                                        VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
                                        VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
-#if 0
-                                       Debug_PolygonBegin(NULL, 0);
-                                       Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
-                                       Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
-                                       Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
-                                       Debug_PolygonEnd();
-#endif
                                        // this calculates the right vector from the shortest edge
                                        // and the up vector from the edge midpoints
                                        VectorSubtract(shortest[0].v1, shortest[0].v2, right);
@@ -9889,20 +10673,6 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        VectorNormalize(forward);
                                        CrossProduct(up, forward, newright);
                                        VectorNormalize(newright);
-#if 0
-                                       Debug_PolygonBegin(NULL, 0);
-                                       Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
-                                       Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
-                                       Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
-                                       Debug_PolygonEnd();
-#endif
-#if 0
-                                       Debug_PolygonBegin(NULL, 0);
-                                       Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
-                                       Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
-                                       Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
-                                       Debug_PolygonEnd();
-#endif
                                        // rotate the quad around the up axis vector, this is made
                                        // especially easy by the fact we know the quad is flat,
                                        // so we only have to subtract the center position and
@@ -9916,54 +10686,49 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        l = DotProduct(right, center);
                                        for (i = 0;i < 4;i++)
                                        {
-                                               v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
+                                               v1 = rsurface.batchvertex3f + 3*(j+i);
                                                f = DotProduct(right, v1) - l;
-                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
                                        }
                                }
-                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
-                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
-                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
-                       rsurface.vertex3f_bufferobject = 0;
-                       rsurface.vertex3f_bufferoffset = 0;
-                       rsurface.svector3f = rsurface.array_deformedsvector3f;
-                       rsurface.svector3f_bufferobject = 0;
-                       rsurface.svector3f_bufferoffset = 0;
-                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
-                       rsurface.tvector3f_bufferobject = 0;
-                       rsurface.tvector3f_bufferoffset = 0;
-                       rsurface.normal3f = rsurface.array_deformednormal3f;
-                       rsurface.normal3f_bufferobject = 0;
-                       rsurface.normal3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+                       rsurface.batchvertex3f_vertexbuffer = NULL;
+                       rsurface.batchvertex3f_bufferoffset = 0;
+                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+                       rsurface.batchsvector3f_vertexbuffer = NULL;
+                       rsurface.batchsvector3f_bufferoffset = 0;
+                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+                       rsurface.batchtvector3f_vertexbuffer = NULL;
+                       rsurface.batchtvector3f_bufferoffset = 0;
+                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+                       rsurface.batchnormal3f_vertexbuffer = NULL;
+                       rsurface.batchnormal3f_bufferoffset = 0;
                        break;
                case Q3DEFORM_NORMAL:
                        // deform the normals to make reflections wavey
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       for (j = 0;j < rsurface.batchnumvertices;j++)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (j = 0;j < surface->num_vertices;j++)
-                               {
-                                       float vertex[3];
-                                       float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
-                                       VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
-                                       VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
-                                       normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
-                                       normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
-                                       normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
-                                       VectorNormalize(normal);
-                               }
-                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
+                               float vertex[3];
+                               float *normal = rsurface.array_batchnormal3f + 3*j;
+                               VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
+                               normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
+                               normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
+                               normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
+                               VectorNormalize(normal);
                        }
-                       rsurface.svector3f = rsurface.array_deformedsvector3f;
-                       rsurface.svector3f_bufferobject = 0;
-                       rsurface.svector3f_bufferoffset = 0;
-                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
-                       rsurface.tvector3f_bufferobject = 0;
-                       rsurface.tvector3f_bufferoffset = 0;
-                       rsurface.normal3f = rsurface.array_deformednormal3f;
-                       rsurface.normal3f_bufferobject = 0;
-                       rsurface.normal3f_bufferoffset = 0;
+                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+                       rsurface.batchsvector3f_vertexbuffer = NULL;
+                       rsurface.batchsvector3f_bufferoffset = 0;
+                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+                       rsurface.batchtvector3f_vertexbuffer = NULL;
+                       rsurface.batchtvector3f_bufferoffset = 0;
+                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+                       rsurface.batchnormal3f_vertexbuffer = NULL;
+                       rsurface.batchnormal3f_bufferoffset = 0;
                        break;
                case Q3DEFORM_WAVE:
                        // deform vertex array to make wavey water and flags and such
@@ -9971,125 +10736,126 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        waveparms[1] = deform->waveparms[1];
                        waveparms[2] = deform->waveparms[2];
                        waveparms[3] = deform->waveparms[3];
+                       if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
+                               break; // if wavefunc is a nop, don't make a dynamic vertex array
                        // this is how a divisor of vertex influence on deformation
                        animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       for (j = 0;j < rsurface.batchnumvertices;j++)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (j = 0;j < surface->num_vertices;j++)
+                               // if the wavefunc depends on time, evaluate it per-vertex
+                               if (waveparms[3])
                                {
-                                       float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
-                                       VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
-                                       // if the wavefunc depends on time, evaluate it per-vertex
-                                       if (waveparms[3])
-                                       {
-                                               waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
-                                               scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
-                                       }
-                                       VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
+                                       waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
+                                       scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
                                }
+                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
                        }
-                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
-                       rsurface.vertex3f_bufferobject = 0;
-                       rsurface.vertex3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+                       rsurface.batchvertex3f_vertexbuffer = NULL;
+                       rsurface.batchvertex3f_bufferoffset = 0;
+                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+                       rsurface.batchsvector3f_vertexbuffer = NULL;
+                       rsurface.batchsvector3f_bufferoffset = 0;
+                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+                       rsurface.batchtvector3f_vertexbuffer = NULL;
+                       rsurface.batchtvector3f_bufferoffset = 0;
+                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+                       rsurface.batchnormal3f_vertexbuffer = NULL;
+                       rsurface.batchnormal3f_bufferoffset = 0;
                        break;
                case Q3DEFORM_BULGE:
                        // deform vertex array to make the surface have moving bulges
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       for (j = 0;j < rsurface.batchnumvertices;j++)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (j = 0;j < surface->num_vertices;j++)
-                               {
-                                       scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
-                                       VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
-                               }
+                               scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
+                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
                        }
-                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
-                       rsurface.vertex3f_bufferobject = 0;
-                       rsurface.vertex3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
+                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
+                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+                       rsurface.batchvertex3f_vertexbuffer = NULL;
+                       rsurface.batchvertex3f_bufferoffset = 0;
+                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
+                       rsurface.batchsvector3f_vertexbuffer = NULL;
+                       rsurface.batchsvector3f_bufferoffset = 0;
+                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+                       rsurface.batchtvector3f_vertexbuffer = NULL;
+                       rsurface.batchtvector3f_bufferoffset = 0;
+                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+                       rsurface.batchnormal3f_vertexbuffer = NULL;
+                       rsurface.batchnormal3f_bufferoffset = 0;
                        break;
                case Q3DEFORM_MOVE:
                        // deform vertex array
+                       if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
+                               break; // if wavefunc is a nop, don't make a dynamic vertex array
                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
                        VectorScale(deform->parms, scale, waveparms);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (j = 0;j < surface->num_vertices;j++)
-                                       VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
-                       }
-                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
-                       rsurface.vertex3f_bufferobject = 0;
-                       rsurface.vertex3f_bufferoffset = 0;
+                       for (j = 0;j < rsurface.batchnumvertices;j++)
+                               VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
+                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+                       rsurface.batchvertex3f_vertexbuffer = NULL;
+                       rsurface.batchvertex3f_bufferoffset = 0;
                        break;
                }
        }
+
        // generate texcoords based on the chosen texcoord source
        switch(rsurface.texture->tcgen.tcgen)
        {
        default:
        case Q3TCGEN_TEXTURE:
-               rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
-               rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
-               rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
                break;
        case Q3TCGEN_LIGHTMAP:
-               rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
-               rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
-               rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
+               if (rsurface.batchtexcoordlightmap2f)
+                       memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
+               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
+               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                break;
        case Q3TCGEN_VECTOR:
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               for (j = 0;j < rsurface.batchnumvertices;j++)
                {
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
-                       {
-                               out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
-                               out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
-                       }
+                       rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
+                       rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
                }
-               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
-               rsurface.texcoordtexture2f_bufferobject  = 0;
-               rsurface.texcoordtexture2f_bufferoffset  = 0;
+               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
+               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                break;
        case Q3TCGEN_ENVIRONMENT:
                // make environment reflections using a spheremap
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               for (j = 0;j < rsurface.batchnumvertices;j++)
                {
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
-                       const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
-                       float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
-                       for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
-                       {
-                               // identical to Q3A's method, but executed in worldspace so
-                               // carried models can be shiny too
+                       // identical to Q3A's method, but executed in worldspace so
+                       // carried models can be shiny too
 
-                               float viewer[3], d, reflected[3], worldreflected[3];
+                       float viewer[3], d, reflected[3], worldreflected[3];
 
-                               VectorSubtract(rsurface.localvieworigin, vertex, viewer);
-                               // VectorNormalize(viewer);
+                       VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
+                       // VectorNormalize(viewer);
 
-                               d = DotProduct(normal, viewer);
+                       d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
 
-                               reflected[0] = normal[0]*2*d - viewer[0];
-                               reflected[1] = normal[1]*2*d - viewer[1];
-                               reflected[2] = normal[2]*2*d - viewer[2];
-                               // note: this is proportinal to viewer, so we can normalize later
+                       reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
+                       reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
+                       reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
+                       // note: this is proportinal to viewer, so we can normalize later
 
-                               Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
-                               VectorNormalize(worldreflected);
+                       Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
+                       VectorNormalize(worldreflected);
 
-                               // note: this sphere map only uses world x and z!
-                               // so positive and negative y will LOOK THE SAME.
-                               out_tc[0] = 0.5 + 0.5 * worldreflected[1];
-                               out_tc[1] = 0.5 - 0.5 * worldreflected[2];
-                       }
+                       // note: this sphere map only uses world x and z!
+                       // so positive and negative y will LOOK THE SAME.
+                       rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
+                       rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
                }
-               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
-               rsurface.texcoordtexture2f_bufferobject  = 0;
-               rsurface.texcoordtexture2f_bufferoffset  = 0;
+               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
+               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                break;
        }
        // the only tcmod that needs software vertex processing is turbulent, so
@@ -10101,149 +10867,130 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
        {
                amplitude = rsurface.texture->tcmods[0].parms[1];
                animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               for (j = 0;j < rsurface.batchnumvertices;j++)
                {
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
-                       {
-                               out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
-                               out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
-                       }
+                       rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
                }
-               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
-               rsurface.texcoordtexture2f_bufferobject  = 0;
-               rsurface.texcoordtexture2f_bufferoffset  = 0;
+               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
+               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
        }
-       rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
-       rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
-       rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
-       R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
-}
 
-void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
-{
-       int i, j;
-       const msurface_t *surface = texturesurfacelist[0];
-       const msurface_t *surface2;
-       int firstvertex;
-       int endvertex;
-       int numvertices;
-       int numtriangles;
-       // TODO: lock all array ranges before render, rather than on each surface
-       if (texturenumsurfaces == 1)
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-       else if (r_batchmode.integer == 2)
+       if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
        {
-               #define MAXBATCHTRIANGLES 4096
-               int batchtriangles = 0;
-               static int batchelements[MAXBATCHTRIANGLES*3];
-               for (i = 0;i < texturenumsurfaces;i = j)
+               // convert the modified arrays to vertex structs
+               rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
+               rsurface.batchvertexmeshbuffer = NULL;
+               if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
+                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                               VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
+               if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
+                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                               VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
+               if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
                {
-                       surface = texturesurfacelist[i];
-                       j = i + 1;
-                       if (surface->num_triangles > MAXBATCHTRIANGLES)
-                       {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-                               continue;
-                       }
-                       memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
-                       batchtriangles = surface->num_triangles;
-                       firstvertex = surface->num_firstvertex;
-                       endvertex = surface->num_firstvertex + surface->num_vertices;
-                       for (;j < texturenumsurfaces;j++)
+                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
                        {
-                               surface2 = texturesurfacelist[j];
-                               if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
-                                       break;
-                               memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
-                               batchtriangles += surface2->num_triangles;
-                               firstvertex = min(firstvertex, surface2->num_firstvertex);
-                               endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
+                               VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
+                               VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
                        }
-                       surface2 = texturesurfacelist[j-1];
-                       numvertices = endvertex - firstvertex;
-                       R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
                }
+               if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
+                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                               Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
+               if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
+                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                               Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
+               if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
+                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                               Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
        }
-       else if (r_batchmode.integer == 1)
-       {
-               for (i = 0;i < texturenumsurfaces;i = j)
-               {
-                       surface = texturesurfacelist[i];
-                       for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
-                               if (texturesurfacelist[j] != surface2)
-                                       break;
-                       surface2 = texturesurfacelist[j-1];
-                       numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
-                       numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-               }
-       }
-       else
+
+       if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
        {
-               for (i = 0;i < texturenumsurfaces;i++)
-               {
-                       surface = texturesurfacelist[i];
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-               }
+               // convert the modified arrays to vertex structs
+               rsurface.batchvertexposition = rsurface.array_batchvertexposition;
+               rsurface.batchvertexpositionbuffer = NULL;
+               if (sizeof(r_vertexposition_t) == sizeof(float[3]))
+                       memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
+               else
+                       for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
+                               VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
        }
 }
 
-static void RSurf_BindLightmapForSurface(const msurface_t *surface)
+void RSurf_DrawBatch(void)
+{
+       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 void RSurf_BindLightmapForBatch(void)
 {
        switch(vid.renderpath)
        {
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
-               if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
 #endif
                break;
        case RENDERPATH_GL20:
-               if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
+               if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
+               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
-               R_Mesh_TexBind(0, surface->lightmaptexture);
+               R_Mesh_TexBind(0, rsurface.lightmaptexture);
                break;
        }
 }
 
-static void RSurf_BindReflectionForSurface(const msurface_t *surface)
+static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
 {
-       // pick the closest matching water plane and bind textures
-       int planeindex, vertexindex;
+       // pick the closest matching water plane
+       int planeindex, vertexindex, bestplaneindex = -1;
        float d, bestd;
        vec3_t vert;
        const float *v;
-       r_waterstate_waterplane_t *p, *bestp;
+       r_waterstate_waterplane_t *p;
        bestd = 0;
-       bestp = NULL;
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
+               if(p->camera_entity != rsurface.texture->camera_entity)
+                       continue;
                d = 0;
-               for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
+               for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
                {
                        Matrix4x4_Transform(&rsurface.matrix, v, vert);
                        d += fabs(PlaneDiff(vert, &p->plane));
                }
-               if (bestd > d || !bestp)
+               if (bestd > d || bestplaneindex < 0)
                {
                        bestd = d;
-                       bestp = p;
+                       bestplaneindex = planeindex;
                }
        }
+       return bestplaneindex;
+}
+
+static void RSurf_BindReflectionForBatch(int planeindex)
+{
+       // pick the closest matching water plane and bind textures
+       r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
        switch(vid.renderpath)
        {
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
-               if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
-               if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
+               if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
+               else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
+               if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
 #endif
                break;
        case RENDERPATH_GL20:
                if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
+               else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
                if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
                break;
        case RENDERPATH_GL13:
@@ -10252,377 +10999,170 @@ static void RSurf_BindReflectionForSurface(const msurface_t *surface)
        }
 }
 
-static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
 {
        int i;
-       const msurface_t *surface;
-       if (r_waterstate.renderingscene)
-               return;
-       for (i = 0;i < texturenumsurfaces;i++)
-       {
-               surface = texturesurfacelist[i];
-               RSurf_BindLightmapForSurface(surface);
-               RSurf_BindReflectionForSurface(surface);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-       }
+       for (i = 0;i < rsurface.batchnumvertices;i++)
+               Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
+       rsurface.passcolor4f = rsurface.array_passcolor4f;
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
 }
 
-static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_GL11_ApplyFog(void)
 {
-       int i;
-       int j;
-       const msurface_t *surface = texturesurfacelist[0];
-       const msurface_t *surface2;
-       int firstvertex;
-       int endvertex;
-       int numvertices;
-       int numtriangles;
-       if (texturenumsurfaces == 1)
-       {
-               RSurf_BindLightmapForSurface(surface);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-       }
-       else if (r_batchmode.integer == 2)
-       {
-#define MAXBATCHTRIANGLES 4096
-               int batchtriangles = 0;
-               static int batchelements[MAXBATCHTRIANGLES*3];
-               for (i = 0;i < texturenumsurfaces;i = j)
-               {
-                       surface = texturesurfacelist[i];
-                       RSurf_BindLightmapForSurface(surface);
-                       j = i + 1;
-                       if (surface->num_triangles > MAXBATCHTRIANGLES)
-                       {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-                               continue;
-                       }
-                       memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
-                       batchtriangles = surface->num_triangles;
-                       firstvertex = surface->num_firstvertex;
-                       endvertex = surface->num_firstvertex + surface->num_vertices;
-                       for (;j < texturenumsurfaces;j++)
-                       {
-                               surface2 = texturesurfacelist[j];
-                               if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
-                                       break;
-                               memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
-                               batchtriangles += surface2->num_triangles;
-                               firstvertex = min(firstvertex, surface2->num_firstvertex);
-                               endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
-                       }
-                       surface2 = texturesurfacelist[j-1];
-                       numvertices = endvertex - firstvertex;
-                       R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
-               }
-       }
-       else if (r_batchmode.integer == 1)
-       {
-#if 0
-               Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
-               for (i = 0;i < texturenumsurfaces;i = j)
-               {
-                       surface = texturesurfacelist[i];
-                       for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
-                               if (texturesurfacelist[j] != surface2)
-                                       break;
-                       Con_Printf(" %i", j - i);
-               }
-               Con_Printf("\n");
-               Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
-#endif
-               for (i = 0;i < texturenumsurfaces;i = j)
-               {
-                       surface = texturesurfacelist[i];
-                       RSurf_BindLightmapForSurface(surface);
-                       for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
-                               if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
-                                       break;
-#if 0
-                       Con_Printf(" %i", j - i);
-#endif
-                       surface2 = texturesurfacelist[j-1];
-                       numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
-                       numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-               }
-#if 0
-               Con_Printf("\n");
-#endif
-       }
-       else
-       {
-               for (i = 0;i < texturenumsurfaces;i++)
-               {
-                       surface = texturesurfacelist[i];
-                       RSurf_BindLightmapForSurface(surface);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-               }
-       }
-}
-
-static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
-{
-       int j;
-       int texturesurfaceindex;
-       if (r_showsurfaces.integer == 2)
-       {
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (j = 0;j < surface->num_triangles;j++)
-                       {
-                               float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
-                               GL_Color(f, f, f, 1);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-                       }
-               }
-       }
-       else
-       {
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       int k = (int)(((size_t)surface) / sizeof(msurface_t));
-                       GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
-               }
-       }
-}
-
-static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
-{
-       int texturesurfaceindex;
-       int i;
-       const float *v;
-       float *c2;
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-       {
-               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
-               {
-                       c2[0] = 0.5;
-                       c2[1] = 0.5;
-                       c2[2] = 0.5;
-                       c2[3] = 1;
-               }
-       }
-       rsurface.lightmapcolor4f = rsurface.array_color4f;
-       rsurface.lightmapcolor4f_bufferobject = 0;
-       rsurface.lightmapcolor4f_bufferoffset = 0;
-}
-
-static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
-{
-       int texturesurfaceindex;
        int i;
        float f;
        const float *v;
        const float *c;
        float *c2;
-       if (rsurface.lightmapcolor4f)
+       if (rsurface.passcolor4f)
        {
-               // generate color arrays for the surfaces in this list
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               // generate color arrays
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
                {
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
-                       {
-                               f = RSurf_FogVertex(v);
-                               c2[0] = c[0] * f;
-                               c2[1] = c[1] * f;
-                               c2[2] = c[2] * f;
-                               c2[3] = c[3];
-                       }
+                       f = RSurf_FogVertex(v);
+                       c2[0] = c[0] * f;
+                       c2[1] = c[1] * f;
+                       c2[2] = c[2] * f;
+                       c2[3] = c[3];
                }
        }
        else
        {
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
                {
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
-                       {
-                               f = RSurf_FogVertex(v);
-                               c2[0] = f;
-                               c2[1] = f;
-                               c2[2] = f;
-                               c2[3] = 1;
-                       }
+                       f = RSurf_FogVertex(v);
+                       c2[0] = f;
+                       c2[1] = f;
+                       c2[2] = f;
+                       c2[3] = 1;
                }
        }
-       rsurface.lightmapcolor4f = rsurface.array_color4f;
-       rsurface.lightmapcolor4f_bufferobject = 0;
-       rsurface.lightmapcolor4f_bufferoffset = 0;
+       rsurface.passcolor4f = rsurface.array_passcolor4f;
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
 }
 
-static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
 {
-       int texturesurfaceindex;
        int i;
        float f;
        const float *v;
        const float *c;
        float *c2;
-       if (!rsurface.lightmapcolor4f)
+       if (!rsurface.passcolor4f)
                return;
-       // generate color arrays for the surfaces in this list
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
        {
-               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
-               {
-                       f = RSurf_FogVertex(v);
-                       c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
-                       c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
-                       c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
-                       c2[3] = c[3];
-               }
+               f = RSurf_FogVertex(v);
+               c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
+               c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
+               c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
+               c2[3] = c[3];
        }
-       rsurface.lightmapcolor4f = rsurface.array_color4f;
-       rsurface.lightmapcolor4f_bufferobject = 0;
-       rsurface.lightmapcolor4f_bufferoffset = 0;
+       rsurface.passcolor4f = rsurface.array_passcolor4f;
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
 }
 
-static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
+static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
 {
-       int texturesurfaceindex;
        int i;
        const float *c;
        float *c2;
-       if (!rsurface.lightmapcolor4f)
+       if (!rsurface.passcolor4f)
                return;
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
-               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
-               {
-                       c2[0] = c[0] * r;
-                       c2[1] = c[1] * g;
-                       c2[2] = c[2] * b;
-                       c2[3] = c[3] * a;
-               }
+               c2[0] = c[0] * r;
+               c2[1] = c[1] * g;
+               c2[2] = c[2] * b;
+               c2[3] = c[3] * a;
        }
-       rsurface.lightmapcolor4f = rsurface.array_color4f;
-       rsurface.lightmapcolor4f_bufferobject = 0;
-       rsurface.lightmapcolor4f_bufferoffset = 0;
+       rsurface.passcolor4f = rsurface.array_passcolor4f;
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
 }
 
-static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
 {
-       int texturesurfaceindex;
        int i;
        const float *c;
        float *c2;
-       if (!rsurface.lightmapcolor4f)
+       if (!rsurface.passcolor4f)
                return;
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
-               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
-               {
-                       c2[0] = c[0] + r_refdef.scene.ambient;
-                       c2[1] = c[1] + r_refdef.scene.ambient;
-                       c2[2] = c[2] + r_refdef.scene.ambient;
-                       c2[3] = c[3];
-               }
+               c2[0] = c[0] + r_refdef.scene.ambient;
+               c2[1] = c[1] + r_refdef.scene.ambient;
+               c2[2] = c[2] + r_refdef.scene.ambient;
+               c2[3] = c[3];
        }
-       rsurface.lightmapcolor4f = rsurface.array_color4f;
-       rsurface.lightmapcolor4f_bufferobject = 0;
-       rsurface.lightmapcolor4f_bufferoffset = 0;
+       rsurface.passcolor4f = rsurface.array_passcolor4f;
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
 }
 
-static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
 {
        // TODO: optimize
-       rsurface.lightmapcolor4f = NULL;
-       rsurface.lightmapcolor4f_bufferobject = 0;
-       rsurface.lightmapcolor4f_bufferoffset = 0;
-       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
-       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
+       rsurface.passcolor4f = NULL;
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
+       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
-       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
+       RSurf_BindLightmapForBatch();
+       RSurf_DrawBatch();
 }
 
-static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
 {
        // TODO: optimize applyfog && applycolor case
        // just apply fog if necessary, and tint the fog color array if necessary
-       rsurface.lightmapcolor4f = NULL;
-       rsurface.lightmapcolor4f_bufferobject = 0;
-       rsurface.lightmapcolor4f_bufferoffset = 0;
-       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
-       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
+       rsurface.passcolor4f = NULL;
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
+       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
+       GL_Color(r, g, b, a);
+       RSurf_DrawBatch();
+}
+
+static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       // TODO: optimize
+       rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
+       rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
+       rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
+       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
+       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
-       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       RSurf_DrawBatch();
 }
 
-static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_ClampColor(void)
 {
-       int texturesurfaceindex;
        int i;
-       float *c;
-       // TODO: optimize
-       if (texturesurfacelist[0]->lightmapinfo)
-       {
-               // generate color arrays for the surfaces in this list
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
-                       {
-                               if (surface->lightmapinfo->samples)
-                               {
-                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
-                                       float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
-                                       VectorScale(lm, scale, c);
-                                       if (surface->lightmapinfo->styles[1] != 255)
-                                       {
-                                               int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
-                                               lm += size3;
-                                               scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
-                                               VectorMA(c, scale, lm, c);
-                                               if (surface->lightmapinfo->styles[2] != 255)
-                                               {
-                                                       lm += size3;
-                                                       scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
-                                                       VectorMA(c, scale, lm, c);
-                                                       if (surface->lightmapinfo->styles[3] != 255)
-                                                       {
-                                                               lm += size3;
-                                                               scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
-                                                               VectorMA(c, scale, lm, c);
-                                                       }
-                                               }
-                                       }
-                               }
-                               else
-                                       VectorClear(c);
-                               c[3] = 1;
-                       }
-               }
-               rsurface.lightmapcolor4f = rsurface.array_color4f;
-               rsurface.lightmapcolor4f_bufferobject = 0;
-               rsurface.lightmapcolor4f_bufferoffset = 0;
-       }
-       else
+       const float *c1;
+       float *c2;
+       if (!rsurface.passcolor4f)
+               return;
+       for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
        {
-               rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
-               rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
-               rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+               c2[0] = bound(0.0f, c1[0], 1.0f);
+               c2[1] = bound(0.0f, c1[1], 1.0f);
+               c2[2] = bound(0.0f, c1[2], 1.0f);
+               c2[3] = bound(0.0f, c1[3], 1.0f);
        }
-       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
-       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
-       GL_Color(r, g, b, a);
-       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
-static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
+static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
 {
-       int texturesurfaceindex;
        int i;
        float f;
        float alpha;
@@ -10643,33 +11183,24 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const
        diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
        diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
        alpha = *a;
-       if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
+       if (VectorLength2(diffusecolor) > 0)
        {
-               // generate color arrays for the surfaces in this list
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               // q3-style directional shading
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
                {
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       int numverts = surface->num_vertices;
-                       v = rsurface.vertex3f + 3 * surface->num_firstvertex;
-                       n = rsurface.normal3f + 3 * surface->num_firstvertex;
-                       c = rsurface.array_color4f + 4 * surface->num_firstvertex;
-                       // q3-style directional shading
-                       for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
-                       {
-                               if ((f = DotProduct(n, lightdir)) > 0)
-                                       VectorMA(ambientcolor, f, diffusecolor, c);
-                               else
-                                       VectorCopy(ambientcolor, c);
-                               c[3] = alpha;
-                       }
+                       if ((f = DotProduct(n, lightdir)) > 0)
+                               VectorMA(ambientcolor, f, diffusecolor, c);
+                       else
+                               VectorCopy(ambientcolor, c);
+                       c[3] = alpha;
                }
                *r = 1;
                *g = 1;
                *b = 1;
                *a = 1;
-               rsurface.lightmapcolor4f = rsurface.array_color4f;
-               rsurface.lightmapcolor4f_bufferobject = 0;
-               rsurface.lightmapcolor4f_bufferoffset = 0;
+               rsurface.passcolor4f = rsurface.array_passcolor4f;
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
                *applycolor = false;
        }
        else
@@ -10677,20 +11208,36 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const
                *r = ambientcolor[0];
                *g = ambientcolor[1];
                *b = ambientcolor[2];
-               rsurface.lightmapcolor4f = NULL;
-               rsurface.lightmapcolor4f_bufferobject = 0;
-               rsurface.lightmapcolor4f_bufferoffset = 0;
+               rsurface.passcolor4f = NULL;
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
        }
 }
 
-static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
 {
-       RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
-       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
-       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
+       RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
+       if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
+       if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
+       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
-       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       RSurf_DrawBatch();
+}
+
+static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
+{
+       int i;
+       float f;
+       const float *v;
+       float *c;
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
+       {
+               f = 1 - RSurf_FogVertex(v);
+               c[0] = r;
+               c[1] = g;
+               c[2] = b;
+               c[3] = f * a;
+       }
 }
 
 void RSurf_SetupDepthAndCulling(void)
@@ -10721,8 +11268,6 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        // level, so don't use it then either.
        if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
        {
-               GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
-               R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
@@ -10732,15 +11277,19 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                        // just to make sure that braindead drivers don't draw
                        // anything despite that colormask...
                        GL_BlendFunc(GL_ZERO, GL_ONE);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
+                       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
                }
                else
                {
                        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
                        // fog sky
                        GL_BlendFunc(GL_ONE, GL_ZERO);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+                       GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
+                       R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
                }
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+               RSurf_DrawBatch();
                if (skyrendermasked)
                        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        }
@@ -10752,52 +11301,74 @@ extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
 {
-       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
+       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
                return;
-       RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
        if (prepass)
        {
                // render screenspace normalmap to texture
                GL_DepthMask(true);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       }
-       else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
-       {
-               // render water or distortion background, then blend surface on top
-               GL_DepthMask(true);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
-               RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
-               GL_DepthMask(false);
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
-               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
-               else
-                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
+               RSurf_DrawBatch();
+               return;
        }
-       else
+
+       // bind lightmap texture
+
+       // water/refraction/reflection/camera surfaces have to be handled specially
+       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
        {
-               // render surface normally
-               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
-                       RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
-               else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-                       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
-               else
-                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+               int start, end, startplaneindex;
+               for (start = 0;start < texturenumsurfaces;start = end)
+               {
+                       startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
+                       for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
+                               ;
+                       // now that we have a batch using the same planeindex, render it
+                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
+                       {
+                               // render water or distortion background
+                               GL_DepthMask(true);
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
+                               RSurf_BindReflectionForBatch(startplaneindex);
+                               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                                       RSurf_BindLightmapForBatch();
+                               RSurf_DrawBatch();
+                               // blend surface on top
+                               GL_DepthMask(false);
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
+                               RSurf_DrawBatch();
+                       }
+                       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
+                       {
+                               // render surface with reflection texture as input
+                               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
+                               RSurf_BindReflectionForBatch(startplaneindex);
+                               if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+                                       RSurf_BindLightmapForBatch();
+                               RSurf_DrawBatch();
+                       }
+               }
+               return;
        }
+
+       // render surface batch normally
+       GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+       R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
+       if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+               RSurf_BindLightmapForBatch();
+       RSurf_DrawBatch();
 }
 
 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
 {
        // OpenGL 1.3 path - anything not completely ancient
-       int texturesurfaceindex;
        qboolean applycolor;
        qboolean applyfog;
        int layerindex;
        const texturelayer_t *layer;
-       RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
 
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
@@ -10832,7 +11403,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                }
                layercolor[3] = layer->color[3];
                applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
-               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
                applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
                switch (layer->type)
                {
@@ -10841,27 +11412,27 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        R_Mesh_TexBind(0, r_texture_white);
                        R_Mesh_TexMatrix(0, NULL);
                        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-                       R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
                        R_Mesh_TexBind(1, layer->texture);
                        R_Mesh_TexMatrix(1, &layer->texmatrix);
                        R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
-                       R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
-                               RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+                               RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else if (rsurface.uselightmaptexture)
-                               RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+                               RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else
-                               RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+                               RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        break;
                case TEXTURELAYERTYPE_TEXTURE:
                        // singletexture unlit texture with transparency support
                        R_Mesh_TexBind(0, layer->texture);
                        R_Mesh_TexMatrix(0, &layer->texmatrix);
                        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
-                       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                        R_Mesh_TexBind(1, 0);
-                       R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
-                       RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
+                       RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        break;
                case TEXTURELAYERTYPE_FOG:
                        // singletexture fogging
@@ -10870,34 +11441,19 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                                R_Mesh_TexBind(0, layer->texture);
                                R_Mesh_TexMatrix(0, &layer->texmatrix);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
-                               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+                               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                        }
                        else
                        {
                                R_Mesh_TexBind(0, 0);
-                               R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
+                               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        }
                        R_Mesh_TexBind(1, 0);
-                       R_Mesh_TexCoordPointer(1, 2, NULL, 0, 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(rsurface.array_color4f, 0, 0);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               int i;
-                               float f;
-                               const float *v;
-                               float *c;
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                               {
-                                       f = 1 - RSurf_FogVertex(v);
-                                       c[0] = layercolor[0];
-                                       c[1] = layercolor[1];
-                                       c[2] = layercolor[2];
-                                       c[3] = f * layercolor[3];
-                               }
-                       }
-                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+                       RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                       RSurf_DrawBatch();
                        break;
                default:
                        Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
@@ -10914,11 +11470,11 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
 {
        // OpenGL 1.1 - crusty old voodoo path
-       int texturesurfaceindex;
        qboolean applyfog;
        int layerindex;
        const texturelayer_t *layer;
-       RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
 
        for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
@@ -10934,7 +11490,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                }
                GL_DepthMask(layer->depthmask && writedepth);
                GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
-               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
                applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
                switch (layer->type)
                {
@@ -10946,20 +11502,20 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexBind(0, r_texture_white);
                                R_Mesh_TexMatrix(0, NULL);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-                               R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+                               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
                                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
-                                       RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+                                       RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
                                else if (rsurface.uselightmaptexture)
-                                       RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+                                       RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
                                else
-                                       RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+                                       RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
                                // then apply the texture to it
                                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                                R_Mesh_TexBind(0, layer->texture);
                                R_Mesh_TexMatrix(0, &layer->texmatrix);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-                               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-                               RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
+                               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+                               RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
                        }
                        else
                        {
@@ -10967,11 +11523,11 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexBind(0, layer->texture);
                                R_Mesh_TexMatrix(0, &layer->texmatrix);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-                               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+                               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(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                                       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
-                                       RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                                       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);
                        }
                        break;
                case TEXTURELAYERTYPE_TEXTURE:
@@ -10979,8 +11535,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                        R_Mesh_TexBind(0, layer->texture);
                        R_Mesh_TexMatrix(0, &layer->texmatrix);
                        R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-                       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
-                       RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
+                       RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        break;
                case TEXTURELAYERTYPE_FOG:
                        // singletexture fogging
@@ -10989,32 +11545,17 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexBind(0, layer->texture);
                                R_Mesh_TexMatrix(0, &layer->texmatrix);
                                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
-                               R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+                               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                        }
                        else
                        {
                                R_Mesh_TexBind(0, 0);
-                               R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
+                               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        }
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               int i;
-                               float f;
-                               const float *v;
-                               float *c;
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                               {
-                                       f = 1 - RSurf_FogVertex(v);
-                                       c[0] = layer->color[0];
-                                       c[1] = layer->color[1];
-                                       c[2] = layer->color[2];
-                                       c[3] = f * layer->color[3];
-                               }
-                       }
-                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+                       RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
+                       RSurf_DrawBatch();
                        break;
                default:
                        Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
@@ -11028,12 +11569,14 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
        }
 }
 
-static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
+static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
 {
+       int vi;
+       int j;
+       r_vertexgeneric_t *batchvertex;
        float c[4];
 
        GL_AlphaTest(false);
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
@@ -11091,55 +11634,127 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const
                GL_DepthMask(writedepth);
        }
 
-       rsurface.lightmapcolor4f = NULL;
-
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+       if (r_showsurfaces.integer == 3)
        {
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               rsurface.passcolor4f = NULL;
 
-               rsurface.lightmapcolor4f = NULL;
-               rsurface.lightmapcolor4f_bufferobject = 0;
-               rsurface.lightmapcolor4f_bufferoffset = 0;
-       }
-       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
-       {
-               qboolean applycolor = true;
-               float one = 1.0;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               {
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
 
-               RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+                       rsurface.passcolor4f = NULL;
+                       rsurface.passcolor4f_vertexbuffer = 0;
+                       rsurface.passcolor4f_bufferoffset = 0;
+               }
+               else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+               {
+                       qboolean applycolor = true;
+                       float one = 1.0;
 
-               r_refdef.lightmapintensity = 1;
-               RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
-               r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
-       }
-       else
-       {
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
 
-               rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
-               rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
-               rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
-       }
+                       r_refdef.lightmapintensity = 1;
+                       RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
+                       r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
+               }
+               else
+               {
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
 
-       if(!rsurface.lightmapcolor4f)
-               RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
+                       rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
+                       rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
+                       rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
+               }
+
+               if(!rsurface.passcolor4f)
+                       RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
 
-       RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
-       RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
-       if(r_refdef.fogenabled)
-               RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
+               RSurf_DrawBatch_GL11_ApplyAmbient();
+               RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
+               if(r_refdef.fogenabled)
+                       RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
+               RSurf_DrawBatch_GL11_ClampColor();
 
-       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
-       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+               R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               RSurf_DrawBatch();
+       }
+       else if (!r_refdef.view.showdebug)
+       {
+               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++)
+               {
+                       VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
+                       Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
+               }
+               R_Mesh_PrepareVertices_Generic_Unlock();
+               RSurf_DrawBatch();
+       }
+       else if (r_showsurfaces.integer == 4)
+       {
+               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++)
+               {
+                       unsigned char c = vi << 3;
+                       VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
+                       Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
+               }
+               R_Mesh_PrepareVertices_Generic_Unlock();
+               RSurf_DrawBatch();
+       }
+       else if (r_showsurfaces.integer == 2)
+       {
+               const int *e;
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+               batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
+               for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
+               {
+                       unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
+                       VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
+                       VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
+                       VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
+                       Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
+                       Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
+                       Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
+               }
+               R_Mesh_PrepareVertices_Generic_Unlock();
+               R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
+       }
+       else
+       {
+               int texturesurfaceindex;
+               int k;
+               const msurface_t *surface;
+               unsigned char surfacecolor4ub[4];
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+               batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
+               vi = 0;
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       k = (int)(((size_t)surface) / sizeof(msurface_t));
+                       Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
+                       for (j = 0;j < surface->num_vertices;j++)
+                       {
+                               VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
+                               Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
+                               vi++;
+                       }
+               }
+               R_Mesh_PrepareVertices_Generic_Unlock();
+               RSurf_DrawBatch();
+       }
 }
 
 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
+       if (r_showsurfaces.integer)
        {
-               R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
+               R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
                return;
        }
        switch (vid.renderpath)
@@ -11162,9 +11777,9 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
-       if (r_showsurfaces.integer == 3 && !prepass && (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
+       if (r_showsurfaces.integer)
        {
-               R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
+               R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
                return;
        }
        switch (vid.renderpath)
@@ -11189,7 +11804,8 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        int texturenumsurfaces, endsurface;
        texture_t *texture;
        const msurface_t *surface;
-       const msurface_t *texturesurfacelist[256];
+#define MAXBATCH_TRANSPARENTSURFACES 256
+       const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
 
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
@@ -11222,7 +11838,9 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                        surface = rsurface.modelsurfaces + surfacelist[i];
                        texture = surface->texture;
                        rsurface.texture = R_GetCurrentTexture(texture);
-                       rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
+                       rsurface.lightmaptexture = NULL;
+                       rsurface.deluxemaptexture = NULL;
+                       rsurface.uselightmaptexture = false;
                        // scan ahead until we find a different texture
                        endsurface = min(i + 1024, numsurfaces);
                        texturenumsurfaces = 0;
@@ -11230,7 +11848,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                        for (;j < endsurface;j++)
                        {
                                surface = rsurface.modelsurfaces + surfacelist[j];
-                               if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
+                               if (texture != surface->texture)
                                        break;
                                texturesurfacelist[texturenumsurfaces++] = surface;
                        }
@@ -11246,13 +11864,13 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_DepthMask(true);
                                GL_AlphaTest(false);
-                               R_Mesh_ColorPointer(NULL, 0, 0);
                                R_Mesh_ResetTextureState();
                                R_SetupShader_DepthOrShadow();
                        }
                        RSurf_SetupDepthAndCulling();
-                       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
+                       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+                       RSurf_DrawBatch();
                }
                if (setup)
                        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
@@ -11264,15 +11882,17 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                surface = rsurface.modelsurfaces + surfacelist[i];
                texture = surface->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
+               rsurface.lightmaptexture = surface->lightmaptexture;
+               rsurface.deluxemaptexture = surface->deluxemaptexture;
                rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
                // scan ahead until we find a different texture
-               endsurface = min(i + 1024, numsurfaces);
+               endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
                texturenumsurfaces = 0;
                texturesurfacelist[texturenumsurfaces++] = surface;
                for (;j < endsurface;j++)
                {
                        surface = rsurface.modelsurfaces + surfacelist[j];
-                       if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
+                       if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
                                break;
                        texturesurfacelist[texturenumsurfaces++] = surface;
                }
@@ -11309,20 +11929,24 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const
        }
 }
 
+static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
+{
+       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+               return;
+       if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
+               return;
+       RSurf_SetupDepthAndCulling();
+       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+       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)
-       {
-               if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
-                       return;
-               if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
-                       return;
-               RSurf_SetupDepthAndCulling();
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       }
+               R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
        else if (prepass)
        {
                if (!rsurface.texture->currentnumlayers)
@@ -11332,34 +11956,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                else
                        R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
-       else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
-       {
-               RSurf_SetupDepthAndCulling();
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_Color(0, 0, 0, 1);
-               GL_DepthTest(writedepth);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       }
-       else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
-       {
-               RSurf_SetupDepthAndCulling();
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthTest(true);
-               RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
-       }
-       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
@@ -11391,6 +11988,8 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
+               rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
+               rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
                rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
                if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
                {
@@ -11400,7 +11999,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
                        continue;
                }
                // simply scan ahead until we find a different texture or lightmap state
-               for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+               for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
                        ;
                // render the range of surfaces
                R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
@@ -11411,15 +12010,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
 {
        CHECKGLERROR
        if (depthonly)
-       {
-               if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
-                       return;
-               if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
-                       return;
-               RSurf_SetupDepthAndCulling();
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       }
+               R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
        else if (prepass)
        {
                if (!rsurface.texture->currentnumlayers)
@@ -11429,34 +12020,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                else
                        R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
-       else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
-       {
-               RSurf_SetupDepthAndCulling();
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_Color(0, 0, 0, 1);
-               GL_DepthTest(writedepth);
-               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       }
-       else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
-       {
-               RSurf_SetupDepthAndCulling();
-               GL_AlphaTest(false);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_ResetTextureState();
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
-               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthTest(true);
-               RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
-       }
-       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
@@ -11488,6 +12052,8 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
+               rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
+               rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
                rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
                if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
                {
@@ -11497,7 +12063,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                        continue;
                }
                // simply scan ahead until we find a different texture or lightmap state
-               for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+               for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
                        ;
                // render the range of surfaces
                R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
@@ -11539,10 +12105,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
        GL_CullFace(GL_NONE);
        R_EntityMatrix(&identitymatrix);
 
-       R_Mesh_VertexPointer(vertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        i = surfacelist[0];
        GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
@@ -11565,7 +12128,9 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
                for (j = 0;j < 3;j++, i++)
                        vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
 
-       R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
+       R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
 }
 
 void R_DrawLocs(void)
@@ -11601,7 +12166,7 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
                qboolean useshortelements;
                decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
                useshortelements = decalsystem->maxdecals * 3 <= 65536;
-               decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
+               decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
                decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
                decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
                decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
@@ -11664,13 +12229,92 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
 extern cvar_t cl_decals_bias;
 extern cvar_t cl_decals_models;
 extern cvar_t cl_decals_newsystem_intensitymultiplier;
+// baseparms, parms, temps
+static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
+{
+       int cornerindex;
+       int index;
+       float v[9][3];
+       const float *vertex3f;
+       int numpoints;
+       float points[2][9][3];
+       float temp[3];
+       float tc[9][2];
+       float f;
+       float c[9][4];
+       const int *e;
+
+       e = rsurface.modelelement3i + 3*triangleindex;
+
+       vertex3f = rsurface.modelvertex3f;
+
+       for (cornerindex = 0;cornerindex < 3;cornerindex++)
+       {
+               index = 3*e[cornerindex];
+               VectorCopy(vertex3f + index, v[cornerindex]);
+       }
+       // cull backfaces
+       //TriangleNormal(v[0], v[1], v[2], normal);
+       //if (DotProduct(normal, localnormal) < 0.0f)
+       //      continue;
+       // clip by each of the box planes formed from the projection matrix
+       // if anything survives, we emit the decal
+       numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
+       if (numpoints < 3)
+               return;
+       numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
+       if (numpoints < 3)
+               return;
+       numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
+       if (numpoints < 3)
+               return;
+       numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
+       if (numpoints < 3)
+               return;
+       numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
+       if (numpoints < 3)
+               return;
+       numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
+       if (numpoints < 3)
+               return;
+       // some part of the triangle survived, so we have to accept it...
+       if (dynamic)
+       {
+               // dynamic always uses the original triangle
+               numpoints = 3;
+               for (cornerindex = 0;cornerindex < 3;cornerindex++)
+               {
+                       index = 3*e[cornerindex];
+                       VectorCopy(vertex3f + index, v[cornerindex]);
+               }
+       }
+       for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
+       {
+               // convert vertex positions to texcoords
+               Matrix4x4_Transform(projection, v[cornerindex], temp);
+               tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
+               tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
+               // calculate distance fade from the projection origin
+               f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
+               f = bound(0.0f, f, 1.0f);
+               c[cornerindex][0] = r * f;
+               c[cornerindex][1] = g * f;
+               c[cornerindex][2] = b * f;
+               c[cornerindex][3] = 1.0f;
+               //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
+       }
+       if (dynamic)
+               R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
+       else
+               for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
+                       R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
+}
 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
 {
        matrix4x4_t projection;
        decalsystem_t *decalsystem;
        qboolean dynamic;
        dp_model_t *model;
-       const float *vertex3f;
        const msurface_t *surface;
        const msurface_t *surfaces;
        const int *surfacelist;
@@ -11680,24 +12324,18 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        int surfacelistindex;
        int surfaceindex;
        int triangleindex;
-       int cornerindex;
-       int index;
-       int numpoints;
-       const int *e;
        float localorigin[3];
        float localnormal[3];
        float localmins[3];
        float localmaxs[3];
        float localsize;
-       float v[9][3];
-       float tc[9][2];
-       float c[9][4];
        //float normal[3];
        float planes[6][4];
-       float f;
-       float points[2][9][3];
        float angles[3];
-       float temp[3];
+       bih_t *bih;
+       int bih_triangles_count;
+       int bih_triangles[256];
+       int bih_surfaces[256];
 
        decalsystem = &ent->decalsystem;
        model = ent->model;
@@ -11776,86 +12414,57 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
 #endif
 
        dynamic = model->surfmesh.isanimated;
-       vertex3f = rsurface.modelvertex3f;
        numsurfacelist = model->nummodelsurfaces;
        surfacelist = model->sortedmodelsurfaces;
        surfaces = model->data_surfaces;
-       for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
+
+       bih = NULL;
+       bih_triangles_count = -1;
+       if(!dynamic)
        {
-               surfaceindex = surfacelist[surfacelistindex];
-               surface = surfaces + surfaceindex;
-               // check cull box first because it rejects more than any other check
-               if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
-                       continue;
-               // skip transparent surfaces
-               texture = surface->texture;
-               if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
-                       continue;
-               if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
-                       continue;
-               numtriangles = surface->num_triangles;
-               for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
+               if(model->render_bih.numleafs)
+                       bih = &model->render_bih;
+               else if(model->collision_bih.numleafs)
+                       bih = &model->collision_bih;
+       }
+       if(bih)
+               bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
+       if(bih_triangles_count == 0)
+               return;
+       if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
+               return;
+       if(bih_triangles_count > 0)
+       {
+               for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
                {
-                       for (cornerindex = 0;cornerindex < 3;cornerindex++)
-                       {
-                               index = 3*e[cornerindex];
-                               VectorCopy(vertex3f + index, v[cornerindex]);
-                       }
-                       // cull backfaces
-                       //TriangleNormal(v[0], v[1], v[2], normal);
-                       //if (DotProduct(normal, localnormal) < 0.0f)
-                       //      continue;
-                       // clip by each of the box planes formed from the projection matrix
-                       // if anything survives, we emit the decal
-                       numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
-                       if (numpoints < 3)
-                               continue;
-                       numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
-                       if (numpoints < 3)
+                       surfaceindex = bih_surfaces[triangleindex];
+                       surface = surfaces + surfaceindex;
+                       texture = surface->texture;
+                       if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                                continue;
-                       numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
-                       if (numpoints < 3)
+                       if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
                                continue;
-                       numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
-                       if (numpoints < 3)
+                       R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
+               }
+       }
+       else
+       {
+               for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
+               {
+                       surfaceindex = surfacelist[surfacelistindex];
+                       surface = surfaces + surfaceindex;
+                       // check cull box first because it rejects more than any other check
+                       if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
                                continue;
-                       numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
-                       if (numpoints < 3)
+                       // skip transparent surfaces
+                       texture = surface->texture;
+                       if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                                continue;
-                       numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
-                       if (numpoints < 3)
+                       if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
                                continue;
-                       // some part of the triangle survived, so we have to accept it...
-                       if (dynamic)
-                       {
-                               // dynamic always uses the original triangle
-                               numpoints = 3;
-                               for (cornerindex = 0;cornerindex < 3;cornerindex++)
-                               {
-                                       index = 3*e[cornerindex];
-                                       VectorCopy(vertex3f + index, v[cornerindex]);
-                               }
-                       }
-                       for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
-                       {
-                               // convert vertex positions to texcoords
-                               Matrix4x4_Transform(&projection, v[cornerindex], temp);
-                               tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
-                               tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
-                               // calculate distance fade from the projection origin
-                               f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
-                               f = bound(0.0f, f, 1.0f);
-                               c[cornerindex][0] = r * f;
-                               c[cornerindex][1] = g * f;
-                               c[cornerindex][2] = b * f;
-                               c[cornerindex][3] = 1.0f;
-                               //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
-                       }
-                       if (dynamic)
-                               R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
-                       else
-                               for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
-                                       R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
+                       numtriangles = surface->num_triangles;
+                       for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
+                               R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
                }
        }
 }
@@ -12084,12 +12693,12 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                t2f[5] = decal->texcoord2f[2][1];
 
                // update vertex positions for animated models
-               if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
+               if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
                {
                        e = rsurface.modelelement3i + 3*decal->triangleindex;
-                       VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
-                       VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
-                       VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
+                       VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
+                       VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
+                       VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
                }
                else
                {
@@ -12098,6 +12707,16 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                        VectorCopy(decal->vertex3f[2], v3f + 6);
                }
 
+               if (r_refdef.fogenabled)
+               {
+                       alpha = RSurf_FogVertex(v3f);
+                       VectorScale(c4f, alpha, c4f);
+                       alpha = RSurf_FogVertex(v3f + 3);
+                       VectorScale(c4f + 4, alpha, c4f + 4);
+                       alpha = RSurf_FogVertex(v3f + 6);
+                       VectorScale(c4f + 8, alpha, c4f + 8);
+               }
+
                v3f += 9;
                c4f += 12;
                t2f += 6;
@@ -12108,32 +12727,11 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        {
                r_refdef.stats.drawndecals += numtris;
 
-               if (r_refdef.fogenabled)
-               {
-                       switch(vid.renderpath)
-                       {
-                       case RENDERPATH_GL20:
-                       case RENDERPATH_CGGL:
-                       case RENDERPATH_GL13:
-                       case RENDERPATH_GL11:
-                               for (i = 0, v3f = decalsystem->vertex3f, c4f = decalsystem->color4f;i < numtris*3;i++, v3f += 3, c4f += 4)
-                               {
-                                       alpha = RSurf_FogVertex(v3f);
-                                       c4f[0] *= alpha;
-                                       c4f[1] *= alpha;
-                                       c4f[2] *= alpha;
-                               }
-                               break;
-                       }
-               }
-
                // now render the decals all at once
                // (this assumes they all use one particle font texture!)
                RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
                R_Mesh_ResetTextureState();
-               R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
-               R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
-               R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
+               R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
                GL_DepthMask(false);
                GL_DepthRange(0, 1);
                GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
@@ -12141,7 +12739,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                GL_CullFace(GL_NONE);
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
                R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
-               R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
+               R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
        }
 }
 
@@ -12181,18 +12779,17 @@ static void R_DrawModelDecals(void)
        }
 }
 
+extern cvar_t mod_collision_bih;
 void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
        int i, j, k, l, flagsmask;
-       q3mbrush_t *brush;
        const msurface_t *surface;
        dp_model_t *model = ent->model;
        vec3_t v;
 
        flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
 
-       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        GL_DepthRange(0, 1);
@@ -12200,25 +12797,50 @@ void R_DrawDebugModel(void)
        GL_DepthMask(false);
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
-       if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
+       if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
        {
+               int triangleindex;
+               int bihleafindex;
+               qboolean cullbox = ent == r_refdef.scene.worldentity;
+               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);
-               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-               {
-                       if (brush->colbrushf && brush->colbrushf->numtriangles)
-                       {
-                               R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
-                               GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
-                               R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
-                       }
-               }
-               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+               cullbox = false;
+               for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
                {
-                       if (surface->num_collisiontriangles)
+                       if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
+                               continue;
+                       switch (bihleaf->type)
                        {
-                               R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
-                               GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
-                               R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
+                       case BIH_BRUSH:
+                               brush = model->brush.data_brushes + bihleaf->itemindex;
+                               if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               {
+                                       GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                                       R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
+                                       R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
+                               }
+                               break;
+                       case BIH_COLLISIONTRIANGLE:
+                               triangleindex = bihleaf->itemindex;
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
+                               VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
+                               GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                               R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
+                               R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+                               break;
+                       case BIH_RENDERTRIANGLE:
+                               triangleindex = bihleaf->itemindex;
+                               VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
+                               VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
+                               VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
+                               GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
+                               R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
+                               R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+                               break;
                        }
                }
        }
@@ -12244,7 +12866,7 @@ void R_DrawDebugModel(void)
                        rsurface.texture = R_GetCurrentTexture(surface->texture);
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
-                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+                               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
                                if (r_showtris.value > 0)
                                {
                                        if (!rsurface.texture->currentlayers->depthmask)
@@ -12253,12 +12875,9 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
                                        else
                                                GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
-                                       R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
-                                       R_Mesh_ColorPointer(NULL, 0, 0);
-                                       R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
+                                       R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
                                        qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-                                       //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
+                                       RSurf_DrawBatch();
                                        qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                                        CHECKGLERROR
                                }
@@ -12267,25 +12886,25 @@ void R_DrawDebugModel(void)
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
-                                               VectorCopy(rsurface.vertex3f + l * 3, v);
+                                               VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(r_refdef.view.colorscale, 0, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
+                                               VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
                                                GL_Color(r_refdef.view.colorscale, 1, 1, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
                                        CHECKGLERROR
                                }
-                               if (r_shownormals.value > 0)
+                               if (r_shownormals.value > 0 && rsurface.batchsvector3f)
                                {
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
-                                               VectorCopy(rsurface.vertex3f + l * 3, v);
+                                               VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(r_refdef.view.colorscale, 0, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
+                                               VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
                                                GL_Color(r_refdef.view.colorscale, 1, 1, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
@@ -12294,10 +12913,10 @@ void R_DrawDebugModel(void)
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
-                                               VectorCopy(rsurface.vertex3f + l * 3, v);
+                                               VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(0, r_refdef.view.colorscale, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
+                                               VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
                                                GL_Color(r_refdef.view.colorscale, 1, 1, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
@@ -12306,10 +12925,10 @@ void R_DrawDebugModel(void)
                                        qglBegin(GL_LINES);
                                        for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
-                                               VectorCopy(rsurface.vertex3f + l * 3, v);
+                                               VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(0, 0, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
+                                               VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
                                                GL_Color(r_refdef.view.colorscale, 1, 1, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
@@ -12373,6 +12992,8 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                return;
        }
 
+       rsurface.lightmaptexture = NULL;
+       rsurface.deluxemaptexture = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
        rsurface.rtlight = NULL;
@@ -12503,6 +13124,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                return;
        }
 
+       rsurface.lightmaptexture = NULL;
+       rsurface.deluxemaptexture = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
        rsurface.rtlight = NULL;
@@ -12559,6 +13182,8 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i
        texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
        texture.currentskinframe = skinframe;
        texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
+       texture.offsetmapping = OFFSETMAPPING_OFF;
+       texture.offsetscale = 1;
        texture.specularscalemod = 1;
        texture.specularpowermod = 1;
 
@@ -12570,6 +13195,8 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i
 
        // now render it
        rsurface.texture = R_GetCurrentTexture(surface.texture);
+       rsurface.lightmaptexture = NULL;
+       rsurface.deluxemaptexture = NULL;
        rsurface.uselightmaptexture = false;
        R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
 }
@@ -12589,6 +13216,8 @@ void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatri
 
        // now render it
        rsurface.texture = R_GetCurrentTexture(surface.texture);
+       rsurface.lightmaptexture = NULL;
+       rsurface.deluxemaptexture = NULL;
        rsurface.uselightmaptexture = false;
        R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
 }