]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
changed all references to entity_render_t->frame to frame2 to eliminate
[xonotic/darkplaces.git] / gl_rmain.c
index a0bd28084ee083a6a055465552b310ca89e383dd..2883c1be92011cd594a6613395d2ef93cfd6ef7b 100644 (file)
@@ -79,6 +79,7 @@ cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset m
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
@@ -487,6 +488,9 @@ static const char *builtinshaderstring =
 "\n"
 "uniform myhalf GlowScale;\n"
 "uniform myhalf SceneBrightness;\n"
+"#ifdef USECONTRASTBOOST\n"
+"uniform myhalf ContrastBoostCoeff;\n"
+"#endif\n"
 "\n"
 "uniform float OffsetMapping_Scale;\n"
 "uniform float OffsetMapping_Bias;\n"
@@ -651,7 +655,11 @@ static const char *builtinshaderstring =
 "      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
 "#endif\n"
 "\n"
+"#ifdef USECONTRASTBOOST\n"
+"      color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
+"#else\n"
 "      color.rgb *= SceneBrightness;\n"
+"#endif\n"
 "\n"
 "      gl_FragColor = vec4(color);\n"
 "}\n"
@@ -670,6 +678,7 @@ const char *permutationinfo[][2] =
        {"#define USEFOG\n", " fog"},
        {"#define USECOLORMAPPING\n", " colormapping"},
        {"#define USEDIFFUSE\n", " diffuse"},
+       {"#define USECONTRASTBOOST\n", " contrastboost"},
        {"#define USESPECULAR\n", " specular"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
@@ -781,6 +790,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
                p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
                p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               p->loc_ContrastBoostCoeff  = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
                // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
                if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
@@ -845,6 +855,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
@@ -863,6 +875,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
        }
        else if (modellighting)
        {
@@ -884,6 +898,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
        }
        else
        {
@@ -924,6 +940,8 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        if (r_glsl_offsetmapping_reliefmapping.integer)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
        }
        if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
        {
@@ -933,14 +951,14 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                {
                        // remove features until we find a valid permutation
                        unsigned int i;
-                       for (i = SHADERPERMUTATION_MASK;;i>>=1)
+                       for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
                        {
                                if (!i)
-                                       return 0; // utterly failed
+                                       return 0; // no bit left to clear
                                // reduce i more quickly whenever it would not remove any bits
-                               if (permutation < i)
+                               if (!(permutation & i))
                                        continue;
-                               permutation &= i;
+                               permutation &= ~i;
                                if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
                                        R_GLSL_CompilePermutation(shaderfilename, permutation);
                                if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
@@ -1001,7 +1019,22 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
        if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
        if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
-       if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
+       if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
+       {
+               // The formula used is actually:
+               //   color.rgb *= SceneBrightness;
+               //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+               // I simplify that to
+               //   color.rgb *= [[SceneBrightness * ContrastBoost]];
+               //   color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
+               // and Black:
+               //   color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
+               // and do [[calculations]] here in the engine
+               qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
+               if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
+       }
+       else
+               if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
        if (r_glsl_permutation->loc_FogColor >= 0)
        {
                // additive passes are only darkened by fog, not tinted
@@ -1515,6 +1548,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
        Cvar_RegisterVariable(&r_hdr);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
+       Cvar_RegisterVariable(&r_glsl_contrastboost);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
@@ -1893,34 +1927,48 @@ static void R_View_SetFrustum(void)
 
 
 
-       slopex = 1.0 / r_view.frustum_x;
-       slopey = 1.0 / r_view.frustum_y;
-       VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
-       VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
-       VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
-       VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
-       VectorCopy(r_view.forward, r_view.frustum[4].normal);
-       VectorNormalize(r_view.frustum[0].normal);
-       VectorNormalize(r_view.frustum[1].normal);
-       VectorNormalize(r_view.frustum[2].normal);
-       VectorNormalize(r_view.frustum[3].normal);
-       r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
-       r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
-       r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
-       r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
-       r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+       if (r_view.useperspective)
+       {
+               slopex = 1.0 / r_view.frustum_x;
+               slopey = 1.0 / r_view.frustum_y;
+               VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+               VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
+               VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
+               VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
+               VectorCopy(r_view.forward, r_view.frustum[4].normal);
+
+               // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+               VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
+               r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
+               r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
+               r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
+               r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
+               r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+       }
+       else
+       {
+               VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal);
+               VectorScale(r_view.left,  r_view.ortho_x, r_view.frustum[1].normal);
+               VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal);
+               VectorScale(r_view.up,  r_view.ortho_y, r_view.frustum[3].normal);
+               VectorCopy(r_view.forward, r_view.frustum[4].normal);
+               r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x;
+               r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x;
+               r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y;
+               r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
+               r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
+       }
+
        PlaneClassify(&r_view.frustum[0]);
        PlaneClassify(&r_view.frustum[1]);
        PlaneClassify(&r_view.frustum[2]);
        PlaneClassify(&r_view.frustum[3]);
        PlaneClassify(&r_view.frustum[4]);
 
-       // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
-       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
-
        // LordHavoc: note to all quake engine coders, Quake had a special case
        // for 90 degrees which assumed a square view (wrong), so I removed it,
        // Quake2 has it disabled as well.
@@ -1960,7 +2008,9 @@ void R_View_Update(void)
 
 void R_SetupView(const matrix4x4_t *matrix)
 {
-       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+       if (!r_view.useperspective)
+               GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
+       else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
                GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
        else
                GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
@@ -3205,7 +3255,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                        // use an alternate animation if the entity's frame is not 0,
                        // and only if the texture has an alternate animation
-                       if (ent->frame != 0 && t->anim_total[1])
+                       if (ent->frame2 != 0 && t->anim_total[1])
                                t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
                        else
                                t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
@@ -3779,13 +3829,16 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        {
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                const float *v1, *v2;
+                               vec3_t start, end;
                                float f, l;
                                struct
                                {
                                        float length2;
-                                       int quadedge;
+                                       const float *v1;
+                                       const float *v2;
                                }
                                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)
                                {
@@ -3793,43 +3846,74 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        for (i = 0;i < 4;i++)
                                                VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
                                        VectorScale(center, 0.25f, center);
-                                       shortest[0].quadedge = shortest[1].quadedge = 0;
-                                       shortest[0].length2 = shortest[1].length2 = 0;
                                        // 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, false, 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
                                                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])
+                                                       l += (1.0f / 1024.0f);
                                                if (shortest[0].length2 > l || i == 0)
                                                {
                                                        shortest[1] = shortest[0];
                                                        shortest[0].length2 = l;
-                                                       shortest[0].quadedge = i;
+                                                       shortest[0].v1 = v1;
+                                                       shortest[0].v2 = v2;
                                                }
                                                else if (shortest[1].length2 > l || i == 1)
                                                {
                                                        shortest[1].length2 = l;
-                                                       shortest[1].quadedge = i;
+                                                       shortest[1].v1 = v1;
+                                                       shortest[1].v2 = v2;
                                                }
                                        }
-                                       // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
-                                       for (i = 0;i < 3;i++)
-                                       {
-                                               right[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
-                                                                + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
-                                               up[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
-                                                         + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
-                                                         - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
-                                                         - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
-                                       }
+                                       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, false, 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);
+                                       VectorNormalize(right);
+                                       VectorSubtract(end, start, up);
+                                       VectorNormalize(up);
                                        // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
-                                       VectorSubtract(rsurface.modelorg, center, forward);
+                                       //VectorSubtract(rsurface.modelorg, center, forward);
+                                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
+                                       VectorNegate(forward, forward);
+                                       VectorReflect(forward, 0, up, forward);
+                                       VectorNormalize(forward);
                                        CrossProduct(up, forward, newright);
-                                       // normalize the vectors involved
-                                       VectorNormalize(right);
                                        VectorNormalize(newright);
+#if 0
+                                       Debug_PolygonBegin(NULL, 0, false, 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, false, 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
@@ -3840,12 +3924,12 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                        // displacement from the center, which we do with a
                                        // DotProduct, the subtraction/addition of center is also
                                        // optimized into DotProducts here
-                                       l = DotProduct(newright, center) - DotProduct(right, center);
+                                       l = DotProduct(right, center);
                                        for (i = 0;i < 4;i++)
                                        {
                                                v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
-                                               f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
-                                               VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                               f = DotProduct(right, v1) - l;
+                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                                        }
                                }
                                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);