]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
implemented r_transparent_alphatocoverage 2 which promotes alphablend if
[xonotic/darkplaces.git] / gl_rmain.c
index e9210a0ad044a54d8959fac5849cc9b350289f54..35b11c2a139c67585f3e6f10e2540c97a22683a6 100644 (file)
@@ -70,6 +70,10 @@ cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables
 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
+cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
+cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
+cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
@@ -118,6 +122,8 @@ cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rat
 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
+cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
+cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -131,24 +137,25 @@ cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the re
 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
 
-cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
-cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
-
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
 
 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
+cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
+cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
+cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
+cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
+cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
+cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
 
 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
+cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
 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_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
@@ -166,6 +173,7 @@ cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier"
 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
+cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
@@ -198,14 +206,6 @@ 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_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 accordingly, 2: Make it a continuous rotation"};
-cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
-cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
-cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
-cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
-cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
-cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
 
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
@@ -275,7 +275,7 @@ typedef struct cubemapinfo_s
 cubemapinfo_t;
 
 int r_texture_numcubemaps;
-cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
+cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
 
 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
 unsigned int r_numqueries;
@@ -670,6 +670,7 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
        {"#define USEBOUNCEGRID\n", " bouncegrid"},
        {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
+       {"#define USETRIPPY\n", " trippy"},
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -1843,8 +1844,9 @@ void R_GLSL_Restart_f(void)
                        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
                }
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        case RENDERPATH_SOFT:
                break;
@@ -1891,15 +1893,31 @@ void R_GLSL_DumpShader_f(void)
                Con_Printf("failed to write to hlsl/default.hlsl\n");
 }
 
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean notrippy)
 {
+       unsigned int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       permutation |= SHADERPERMUTATION_VIEWTINT;
+       if (first)
+               permutation |= SHADERPERMUTATION_DIFFUSE;
+       if (second)
+               permutation |= SHADERPERMUTATION_SPECULAR;
+       if (texturemode == GL_MODULATE)
+               permutation |= SHADERPERMUTATION_COLORMAPPING;
+       else if (texturemode == GL_ADD)
+               permutation |= SHADERPERMUTATION_GLOW;
+       else if (texturemode == GL_DECAL)
+               permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
        if (!second)
                texturemode = GL_MODULATE;
+       if (vid.allowalphatocoverage)
+               GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
                R_Mesh_TexBind(GL20TU_FIRST , first );
                R_Mesh_TexBind(GL20TU_SECOND, second);
 #endif
@@ -1912,11 +1930,12 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
                R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
                R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_Mesh_TexBind(0, first );
                R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
                R_Mesh_TexBind(1, second);
@@ -1927,20 +1946,25 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                R_Mesh_TexBind(0, first );
                break;
        case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
                R_Mesh_TexBind(GL20TU_FIRST , first );
                R_Mesh_TexBind(GL20TU_SECOND, second);
                break;
        }
 }
 
-void R_SetupShader_DepthOrShadow(void)
+void R_SetupShader_DepthOrShadow(qboolean notrippy)
 {
+       unsigned int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       if (vid.allowalphatocoverage)
+               GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -1951,9 +1975,10 @@ void R_SetupShader_DepthOrShadow(void)
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_Mesh_TexBind(0, 0);
                R_Mesh_TexBind(1, 0);
                break;
@@ -1961,18 +1986,25 @@ void R_SetupShader_DepthOrShadow(void)
                R_Mesh_TexBind(0, 0);
                break;
        case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
                break;
        }
 }
 
-void R_SetupShader_ShowDepth(void)
+void R_SetupShader_ShowDepth(qboolean notrippy)
 {
+       int permutation = 0;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       if (r_trippy.integer)
+               permutation |= SHADERPERMUTATION_TRIPPY;
+       if (vid.allowalphatocoverage)
+               GL_AlphaToCoverage(false);
        switch (vid.renderpath)
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTHLSL
-               R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
 #endif
                break;
        case RENDERPATH_D3D10:
@@ -1983,14 +2015,15 @@ void R_SetupShader_ShowDepth(void)
                break;
        case RENDERPATH_GL20:
        case RENDERPATH_GLES2:
-               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        case RENDERPATH_GL11:
                break;
        case RENDERPATH_SOFT:
-               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
+               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
                break;
        }
 }
@@ -2066,7 +2099,7 @@ static int R_BlendFuncFlags(int src, int dst)
        return r;
 }
 
-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, void *surfacewaterplane)
+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, void *surfacewaterplane, qboolean notrippy)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -2080,6 +2113,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        float m16f[16];
        matrix4x4_t tempmatrix;
        r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
+       if (r_trippy.integer && !notrippy)
+               permutation |= SHADERPERMUTATION_TRIPPY;
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                permutation |= SHADERPERMUTATION_ALPHAKILL;
        if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
@@ -2116,52 +2151,46 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
                }
+               if (vid.allowalphatocoverage)
+                       GL_AlphaToCoverage(false);
        }
        else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       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)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                // normalmap (deferred prepass), may use alpha test on diffuse
                mode = SHADERMODE_DEFERREDGEOMETRY;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
-                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                GL_BlendFunc(GL_ONE, GL_ZERO);
                blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
+               if (vid.allowalphatocoverage)
+                       GL_AlphaToCoverage(false);
        }
        else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       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)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                // light source
                mode = SHADERMODE_LIGHTSOURCE;
-               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
-                       permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
                if (diffusescale > 0)
@@ -2189,20 +2218,19 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
+               if (vid.allowalphatocoverage)
+                       GL_AlphaToCoverage(false);
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       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)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -2234,20 +2262,28 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       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)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -2289,20 +2325,28 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       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)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -2341,20 +2385,28 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
        }
        else
        {
                if (r_glsl_offsetmapping.integer)
                {
-                       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)
+                       switch(rsurface.texture->offsetmapping)
                        {
-                               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-                               if (r_glsl_offsetmapping_reliefmapping.integer)
-                                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+                       case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+                       case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+                       case OFFSETMAPPING_OFF: break;
                        }
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
@@ -2429,6 +2481,17 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               // when using alphatocoverage, we don't need alphakill
+               if (vid.allowalphatocoverage)
+               {
+                       if (r_transparent_alphatocoverage.integer)
+                       {
+                               GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+                               permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+                       }
+                       else
+                               GL_AlphaToCoverage(false);
+               }
        }
        if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
                colormod = dummy_colormod;
@@ -2531,7 +2594,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
                hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
                hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
-               hlslPSSetParameter3f(D3DPSREGISTER_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
+               hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
+                               r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
+                               max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
+                       );
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
@@ -2686,7 +2754,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
                if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
                if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-               if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform3f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
+               if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
+                               r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
+                               max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
+                       );
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
                if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
@@ -2738,8 +2811,9 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
                CHECKGLERROR
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        case RENDERPATH_SOFT:
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
@@ -2825,7 +2899,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
-               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale, max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer));
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
+                               r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
+                               max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
+                               max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
+                       );
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
@@ -2913,6 +2992,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                else if (r_shadow_shadowmappcf)
                        permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
        }
+       if (vid.allowalphatocoverage)
+               GL_AlphaToCoverage(false);
        Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
        Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
        Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
@@ -2968,8 +3049,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
                if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        case RENDERPATH_SOFT:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
@@ -3184,7 +3266,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // check for DDS texture file first
        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 != 0, &miplevel);
+               basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
                if (basepixels == NULL)
                        return NULL;
        }
@@ -3222,7 +3304,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        {
                basepixels_width = image_width;
                basepixels_height = image_height;
-               skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+               skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                if (textureflags & TEXF_ALPHA)
                {
                        for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
@@ -3244,16 +3326,16 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                                        pixels[j+2] = 255;
                                        pixels[j+3] = basepixels[j+3];
                                }
-                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                                Mem_Free(pixels);
                        }
                }
                R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
-                       R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
+                       R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
-                       R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
        }
 
        if (r_loaddds)
@@ -3275,7 +3357,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                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 | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
@@ -3283,7 +3365,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        Mem_Free(bumppixels);
                }
@@ -3291,60 +3373,60 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
                        Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                }
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
-                       R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
        }
 
        // _luma is supported only for tenebrae compatibility
        // _glow is the preferred name
        mymiplevel = savemiplevel;
-       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
        {
-               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
-                       R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
                Mem_Free(pixels);pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
-                       R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
-                       R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
+                       R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
-                       R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
+                       R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
+       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
-                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
+                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3356,7 +3438,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 }
 
 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
-skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
+skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
 {
        int i;
        unsigned char *temp1, *temp2;
@@ -3397,7 +3479,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
                Mem_Free(temp1);
        }
-       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
+       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
        if (textureflags & TEXF_ALPHA)
        {
                for (i = 3;i < width * height * 4;i += 4)
@@ -3524,20 +3606,20 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
        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, -1, palette_bgra_onlyfullbrights); // glow
+               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
        }
 
        if (colormapped)
        {
                skinframe->qgeneratebase = false;
-               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);
+               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
+               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
+               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
        }
        else
        {
                skinframe->qgeneratemerged = false;
-               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);
+               skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
        }
 
        if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
@@ -3684,7 +3766,7 @@ 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 != 0, NULL)))
+                       if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
                        {
                                // an image loaded, make sure width and height are equal
                                if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
@@ -3713,7 +3795,7 @@ 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 | TEXF_CLAMP, -1, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                Mem_Free(cubemappixels);
        }
        else
@@ -3735,14 +3817,36 @@ rtexture_t *R_GetCubemap(const char *basename)
 {
        int i;
        for (i = 0;i < r_texture_numcubemaps;i++)
-               if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
-                       return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
-       if (i >= MAX_CUBEMAPS)
+               if (r_texture_cubemaps[i] != NULL)
+                       if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
+                               return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
+       if (i >= MAX_CUBEMAPS || !r_main_mempool)
                return r_texture_whitecube;
        r_texture_numcubemaps++;
-       strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
-       r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
-       return r_texture_cubemaps[i].texture;
+       r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
+       strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
+       r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
+       return r_texture_cubemaps[i]->texture;
+}
+
+void R_FreeCubemap(const char *basename)
+{
+       int i;
+
+       for (i = 0;i < r_texture_numcubemaps;i++)
+       {
+               if (r_texture_cubemaps[i] != NULL)
+               {
+                       if (r_texture_cubemaps[i]->texture)
+                       {
+                               if (developer_loading.integer)
+                                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
+                               R_FreeTexture(r_texture_cubemaps[i]->texture);
+                               Mem_Free(r_texture_cubemaps[i]);
+                               r_texture_cubemaps[i] = NULL;
+                       }
+               }
+       }
 }
 
 void R_FreeCubemaps(void)
@@ -3751,9 +3855,13 @@ void R_FreeCubemaps(void)
        for (i = 0;i < r_texture_numcubemaps;i++)
        {
                if (developer_loading.integer)
-                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
-               if (r_texture_cubemaps[i].texture)
-                       R_FreeTexture(r_texture_cubemaps[i].texture);
+                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
+               if (r_texture_cubemaps[i] != NULL)
+               {
+                       if (r_texture_cubemaps[i]->texture)
+                               R_FreeTexture(r_texture_cubemaps[i]->texture);
+                       Mem_Free(r_texture_cubemaps[i]);
+               }
        }
        r_texture_numcubemaps = 0;
 }
@@ -3834,6 +3942,7 @@ void gl_main_start(void)
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
        case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 1);
@@ -3842,6 +3951,7 @@ void gl_main_start(void)
                r_loadfog = false;
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 0);
@@ -3857,14 +3967,6 @@ void gl_main_start(void)
                r_loadgloss = false;
                r_loadfog = true;
                break;
-       case RENDERPATH_GLES2:
-               Cvar_SetValueQuick(&r_textureunits, 1);
-               Cvar_SetValueQuick(&gl_combine, 1);
-               Cvar_SetValueQuick(&r_glsl, 1);
-               r_loadnormalmap = true;
-               r_loadgloss = false;
-               r_loadfog = false;
-               break;
        }
 
        R_AnimCache_Free();
@@ -3911,6 +4013,9 @@ void gl_main_start(void)
        hlslshaderstring = NULL;
        memset(&r_svbsp, 0, sizeof (r_svbsp));
 
+       memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
+       r_texture_numcubemaps = 0;
+
        r_refdef.fogmasktable_density = 0;
 }
 
@@ -3926,6 +4031,7 @@ void gl_main_shutdown(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                if (r_maxqueries)
                        qglDeleteQueriesARB(r_maxqueries, r_queries);
@@ -4047,6 +4153,10 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_farclip_base);
        Cvar_RegisterVariable(&r_farclip_world);
        Cvar_RegisterVariable(&r_nearclip);
+       Cvar_RegisterVariable(&r_deformvertexes);
+       Cvar_RegisterVariable(&r_transparent);
+       Cvar_RegisterVariable(&r_transparent_alphatocoverage);
+       Cvar_RegisterVariable(&r_showoverdraw);
        Cvar_RegisterVariable(&r_showbboxes);
        Cvar_RegisterVariable(&r_showsurfaces);
        Cvar_RegisterVariable(&r_showtris);
@@ -4092,23 +4202,27 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_fog_clear);
        Cvar_RegisterVariable(&r_drawfog);
        Cvar_RegisterVariable(&r_transparentdepthmasking);
+       Cvar_RegisterVariable(&r_transparent_sortmaxdist);
+       Cvar_RegisterVariable(&r_transparent_sortarraysize);
        Cvar_RegisterVariable(&r_texture_dds_load);
        Cvar_RegisterVariable(&r_texture_dds_save);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
-       Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&gl_combine);
        Cvar_RegisterVariable(&r_viewfbo);
        Cvar_RegisterVariable(&r_viewscale);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
+       Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
        Cvar_RegisterVariable(&r_glsl);
        Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
        Cvar_RegisterVariable(&r_glsl_postprocess);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
@@ -4126,6 +4240,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_water_refractdistort);
        Cvar_RegisterVariable(&r_water_reflectdistort);
        Cvar_RegisterVariable(&r_water_scissormode);
+       Cvar_RegisterVariable(&r_water_lowquality);
+
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_lerplightstyles);
@@ -4158,15 +4274,6 @@ void GL_Main_Init(void)
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
-
-       Cvar_RegisterVariable(&r_track_sprites);
-       Cvar_RegisterVariable(&r_track_sprites_flags);
-       Cvar_RegisterVariable(&r_track_sprites_scalew);
-       Cvar_RegisterVariable(&r_track_sprites_scaleh);
-       Cvar_RegisterVariable(&r_overheadsprites_perspective);
-       Cvar_RegisterVariable(&r_overheadsprites_pushback);
-       Cvar_RegisterVariable(&r_overheadsprites_scalex);
-       Cvar_RegisterVariable(&r_overheadsprites_scaley);
 }
 
 extern void R_Textures_Init(void);
@@ -4237,6 +4344,8 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
        int i;
        mplane_t *p;
+       if (r_trippy.integer)
+               return false;
        for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
        {
                // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
@@ -4287,6 +4396,8 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 {
        int i;
        const mplane_t *p;
+       if (r_trippy.integer)
+               return false;
        for (i = 0;i < numplanes;i++)
        {
                p = planes + i;
@@ -4532,7 +4643,7 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
        else
        {
                // see if this ent is worth caching
-               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
+               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
                        return false;
                // get some memory for this entity and generate mesh data
                numvertices = model->surfmesh.num_vertices;
@@ -4564,8 +4675,9 @@ void R_AnimCache_CacheVisibleEntities(void)
        case RENDERPATH_D3D11:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                wanttangents = false;
                break;
        case RENDERPATH_SOFT:
@@ -4585,6 +4697,8 @@ void R_AnimCache_CacheVisibleEntities(void)
 
 //==================================================================================
 
+extern cvar_t r_overheadsprites_pushback;
+
 static void R_View_UpdateEntityLighting (void)
 {
        int i;
@@ -4615,7 +4729,7 @@ static void R_View_UpdateEntityLighting (void)
                VectorClear(ent->modellight_ambient);
                VectorClear(ent->modellight_diffuse);
                VectorClear(tempdiffusenormal);
-               if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               if (ent->flags & RENDER_LIGHT)
                {
                        vec3_t org;
                        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
@@ -4757,24 +4871,6 @@ 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 && !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++)
-                       {
-                               ent = r_refdef.scene.entities[i];
-                               if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
-                               {
-                                       samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
-                                       if (samples < 0)
-                                               continue; // temp entities do pvs only
-                                       if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
-                                               ent->last_trace_visibility = realtime;
-                                       if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
-                                               r_refdef.viewcache.entityvisible[i] = 0;
-                               }
-                       }
-               }
        }
        else
        {
@@ -4785,6 +4881,26 @@ static void R_View_UpdateEntityVisible (void)
                        r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
                }
        }
+       if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
+               // 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++)
+               {
+                       if (!r_refdef.viewcache.entityvisible[i])
+                               continue;
+                       ent = r_refdef.scene.entities[i];
+                       if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
+                       {
+                               samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
+                               if (samples < 0)
+                                       continue; // temp entities do pvs only
+                               if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
+                                       ent->last_trace_visibility = realtime;
+                               if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+                                       r_refdef.viewcache.entityvisible[i] = 0;
+                       }
+               }
+       }
 }
 
 /// only used if skyrendermasked, and normally returns false
@@ -4819,6 +4935,17 @@ static void R_DrawModels(void)
                        continue;
                ent = r_refdef.scene.entities[i];
                r_refdef.stats.entities++;
+               /*
+               if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
+               {
+                       vec3_t f, l, u, o;
+                       Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
+                       Con_Printf("R_DrawModels\n");
+                       Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
+                       Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
+                       Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
+               }
+               */
                if (ent->model && ent->model->Draw != NULL)
                        ent->model->Draw(ent);
                else
@@ -4918,14 +5045,15 @@ static void R_View_SetFrustum(const int *scissor)
                        case RENDERPATH_D3D9:
                        case RENDERPATH_D3D10:
                        case RENDERPATH_D3D11:
-                       case RENDERPATH_SOFT:
                                // non-flipped y coordinates
                                fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
                                fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
                                break;
+                       case RENDERPATH_SOFT:
                        case RENDERPATH_GL11:
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
+                       case RENDERPATH_GLES1:
                        case RENDERPATH_GLES2:
                                // non-flipped y coordinates
                                fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
@@ -5120,6 +5248,16 @@ void R_View_Update(void)
        R_View_UpdateEntityLighting();
 }
 
+float viewscalefpsadjusted = 1.0f;
+
+void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
+{
+       float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
+       scale = bound(0.03125f, scale, 1.0f);
+       *outwidth = (int)ceil(width * scale);
+       *outheight = (int)ceil(height * scale);
+}
+
 void R_Mesh_SetMainRenderTargets(void)
 {
        if (r_bloomstate.fbo_framebuffer)
@@ -5143,12 +5281,11 @@ void R_SetupView(qboolean allowwaterclippingplane)
                plane[0] = r_refdef.view.clipplane.normal[0];
                plane[1] = r_refdef.view.clipplane.normal[1];
                plane[2] = r_refdef.view.clipplane.normal[2];
-               plane[3] = dist;
-               customclipplane = plane;
+               plane[3] = -dist;
+               if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
        }
 
-       scaledwidth = (int)ceil(r_refdef.view.width * bound(0.125f, r_viewscale.value, 1.0f));
-       scaledheight = (int)ceil(r_refdef.view.height * bound(0.125f, r_viewscale.value, 1.0f));
+       R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
        if (!r_refdef.view.useperspective)
                R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
        else if (vid.stencil && r_useinfinitefarclip.integer)
@@ -5157,6 +5294,16 @@ void R_SetupView(qboolean allowwaterclippingplane)
                R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
        R_Mesh_SetMainRenderTargets();
        R_SetViewport(&r_refdef.view.viewport);
+       if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
+       {
+               matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
+               float screenplane[4];
+               Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
+               Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
+               Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
+               Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
+               DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
+       }
 }
 
 void R_EntityMatrix(const matrix4x4_t *matrix)
@@ -5184,8 +5331,9 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
                        break;
                case RENDERPATH_SOFT:
@@ -5228,6 +5376,7 @@ void R_ResetViewRendering2D(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -5263,6 +5412,7 @@ void R_ResetViewRendering3D(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
@@ -5312,15 +5462,15 @@ static void R_Water_StartFrame(void)
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                return;
        }
 
        // set waterwidth and waterheight to the water resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
-       waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
+       R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
 
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
@@ -5366,17 +5516,20 @@ static void R_Water_StartFrame(void)
 
        if (r_waterstate.texturewidth)
        {
+               int scaledwidth, scaledheight;
+
                r_waterstate.enabled = true;
 
                // when doing a reduced render (HDR) we want to use a smaller area
                r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
                r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+               R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
 
                // set up variables that will be used in shader setup
-               r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
-               r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
-               r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
-               r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
+               r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
+               r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
+               r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
+               r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
        }
 
        r_waterstate.maxwaterplanes = MAX_WATERPLANES;
@@ -5467,17 +5620,44 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno)
        }
 }
 
+extern cvar_t r_drawparticles;
+extern cvar_t r_drawdecals;
+
 static void R_Water_ProcessPlanes(void)
 {
        int myscissor[4];
        r_refdef_view_t originalview;
        r_refdef_view_t myview;
-       int planeindex;
+       int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
        r_waterstate_waterplane_t *p;
        vec3_t visorigin;
 
        originalview = r_refdef.view;
 
+       // lowquality hack, temporarily shut down some cvars and restore afterwards
+       qualityreduction = r_water_lowquality.integer;
+       if (qualityreduction > 0)
+       {
+               if (qualityreduction >= 1)
+               {
+                       old_r_shadows = r_shadows.integer;
+                       old_r_worldrtlight = r_shadow_realtime_world.integer;
+                       old_r_dlight = r_shadow_realtime_dlight.integer;
+                       Cvar_SetValueQuick(&r_shadows, 0);
+                       Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
+                       Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
+               }
+               if (qualityreduction >= 2)
+               {
+                       old_r_dynamic = r_dynamic.integer;
+                       old_r_particles = r_drawparticles.integer;
+                       old_r_decals = r_drawdecals.integer;
+                       Cvar_SetValueQuick(&r_dynamic, 0);
+                       Cvar_SetValueQuick(&r_drawparticles, 0);
+                       Cvar_SetValueQuick(&r_drawdecals, 0);
+               }
+       }
+
        // make sure enough textures are allocated
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
@@ -5530,7 +5710,6 @@ static void R_Water_ProcessPlanes(void)
                        // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
                        Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
                        r_refdef.view.clipplane = p->plane;
-
                        // reverse the cullface settings for this render
                        r_refdef.view.cullface_front = GL_FRONT;
                        r_refdef.view.cullface_back = GL_BACK;
@@ -5651,25 +5830,62 @@ static void R_Water_ProcessPlanes(void)
                }
 
        }
+       if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
        r_waterstate.renderingscene = false;
        r_refdef.view = originalview;
        R_ResetViewRendering3D();
        R_ClearScreen(r_refdef.fogenabled);
        R_View_Update();
-       return;
+       goto finish;
 error:
        r_refdef.view = originalview;
        r_waterstate.renderingscene = false;
        Cvar_SetValueQuick(&r_water, 0);
        Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
-       return;
+finish:
+       // lowquality hack, restore cvars
+       if (qualityreduction > 0)
+       {
+               if (qualityreduction >= 1)
+               {
+                       Cvar_SetValueQuick(&r_shadows, old_r_shadows);
+                       Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
+                       Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
+               }
+               if (qualityreduction >= 2)
+               {
+                       Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
+                       Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
+                       Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
+               }
+       }
 }
 
 void R_Bloom_StartFrame(void)
 {
        int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
+       int viewwidth, viewheight;
        textype_t textype;
 
+       if (r_viewscale_fpsscaling.integer)
+       {
+               double actualframetime;
+               double targetframetime;
+               double adjust;
+               actualframetime = r_refdef.lastdrawscreentime;
+               targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
+               adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
+               adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
+               if (r_viewscale_fpsscaling_stepsize.value > 0)
+                       adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+               viewscalefpsadjusted += adjust;
+               viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
+       }
+       else
+               viewscalefpsadjusted = 1.0f;
+
+       R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
+
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -5679,8 +5895,9 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_SOFT:
        case RENDERPATH_GLES2:
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                return;
        }
 
@@ -5716,7 +5933,7 @@ void R_Bloom_StartFrame(void)
                Cvar_SetValueQuick(&r_damageblur, 0);
        }
 
-       if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f)
+       if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
                screentexturewidth = screentextureheight = 0;
        if (!r_hdr.integer && !r_bloom.integer)
                bloomtexturewidth = bloomtextureheight = 0;
@@ -5732,12 +5949,13 @@ void R_Bloom_StartFrame(void)
                        if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
                }
                break;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
        case RENDERPATH_SOFT:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
                break;
        }
 
@@ -5804,10 +6022,10 @@ void R_Bloom_StartFrame(void)
        // set up a texcoord array for the full resolution screen image
        // (we have to keep this around to copy back during final render)
        r_bloomstate.screentexcoord2f[0] = 0;
-       r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.viewport.height    / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.viewport.width     / (float)r_bloomstate.screentexturewidth;
-       r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.viewport.height    / (float)r_bloomstate.screentextureheight;
-       r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.viewport.width     / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[1] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[2] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
+       r_bloomstate.screentexcoord2f[3] = (float)viewheight    / (float)r_bloomstate.screentextureheight;
+       r_bloomstate.screentexcoord2f[4] = (float)viewwidth     / (float)r_bloomstate.screentexturewidth;
        r_bloomstate.screentexcoord2f[5] = 0;
        r_bloomstate.screentexcoord2f[6] = 0;
        r_bloomstate.screentexcoord2f[7] = 0;
@@ -5829,6 +6047,7 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
@@ -5847,10 +6066,10 @@ void R_Bloom_StartFrame(void)
                break;
        }
 
-       if (r_hdr.integer || r_bloom.integer)
+       if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
        {
                r_bloomstate.enabled = true;
-               r_bloomstate.hdr = r_hdr.integer != 0;
+               r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
        }
 
        R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
@@ -5875,8 +6094,9 @@ void R_Bloom_CopyBloomTexture(float colorscale)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
-       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
+       case RENDERPATH_SOFT:
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                break;
        case RENDERPATH_D3D9:
@@ -5886,7 +6106,7 @@ void R_Bloom_CopyBloomTexture(float colorscale)
                break;
        }
        // TODO: do boxfilter scale-down in shader?
-       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true);
        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
@@ -5922,7 +6142,7 @@ void R_Bloom_MakeTexture(void)
                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                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_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
@@ -5933,12 +6153,12 @@ void R_Bloom_MakeTexture(void)
 
        range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
        brighten = r_bloom_brighten.value;
-       if (r_hdr.integer)
+       if (r_bloomstate.hdr)
                brighten *= r_hdr_range.value;
        brighten = sqrt(brighten);
        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_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true);
 
        for (dir = 0;dir < 2;dir++)
        {
@@ -6108,8 +6328,9 @@ static void R_BlendView(void)
                                        case RENDERPATH_GL11:
                                        case RENDERPATH_GL13:
                                        case RENDERPATH_GL20:
-                                       case RENDERPATH_SOFT:
+                                       case RENDERPATH_GLES1:
                                        case RENDERPATH_GLES2:
+                                       case RENDERPATH_SOFT:
                                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                                                break;
                                        case RENDERPATH_D3D9:
@@ -6118,7 +6339,7 @@ static void R_BlendView(void)
                                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                                                break;
                                        }
-                                       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
+                                       R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true);
                                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                                        r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
                                }
@@ -6137,7 +6358,7 @@ static void R_BlendView(void)
                                R_ResetViewRendering2D();
                                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);
+                               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
                                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                        }
@@ -6236,15 +6457,16 @@ static void R_BlendView(void)
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
                {
                        // apply a color tint to the whole view
                        R_ResetViewRendering2D();
                        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);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
                }
@@ -6419,8 +6641,9 @@ void R_UpdateVariables(void)
                        // remove GLSL gamma texture
                }
                break;
-       case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                break;
        }
 }
@@ -6539,7 +6762,7 @@ void R_RenderView(void)
        r_refdef.view.clear = true;
 
        // this produces a bloom texture to be used in R_BlendView() later
-       if (r_hdr.integer && r_bloomstate.bloomwidth)
+       if (r_bloomstate.hdr)
        {
                R_HDR_RenderBloomTexture();
                // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
@@ -6798,11 +7021,14 @@ void R_RenderScene(void)
                }
        }
 
-       R_MeshQueue_RenderTransparent();
-       if (r_timereport_active)
-               R_TimeReport("drawtrans");
+       if (r_transparent.integer)
+       {
+               R_MeshQueue_RenderTransparent();
+               if (r_timereport_active)
+                       R_TimeReport("drawtrans");
+       }
 
-       if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
+       if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
        {
                r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
                if (r_timereport_active)
@@ -6892,7 +7118,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        }
        R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
        R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
@@ -6908,7 +7134,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                return;
 
        GL_CullFace(GL_NONE);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
 
        prog = 0;
        SV_VM_Begin();
@@ -6953,9 +7179,9 @@ static void R_DrawEntityBBoxes(void)
                if (edict->priv.server->free)
                        continue;
                // exclude the following for now, as they don't live in world coordinate space and can't be solid:
-               if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
+               if(PRVM_serveredictedict(edict, tag_entity) != 0)
                        continue;
-               if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
+               if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
                        continue;
                VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
                R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
@@ -7058,7 +7284,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                }
        }
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
        R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
 }
@@ -7246,7 +7472,7 @@ static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
 {
        double index, f;
-       index = parms[2] + r_refdef.scene.time * parms[3];
+       index = parms[2] + rsurface.shadertime * parms[3];
        index -= floor(index);
        switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
        {
@@ -7282,7 +7508,8 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
 {
        int w, h, idx;
-       float f;
+       double f;
+       double offsetd[2];
        float tcmat[12];
        matrix4x4_t matrix, temp;
        switch(tcmod->tcmod)
@@ -7301,19 +7528,22 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
                        break;
                case Q3TCMOD_ROTATE:
                        Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
-                       Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
+                       Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
                        Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
                        break;
                case Q3TCMOD_SCALE:
                        Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
                        break;
                case Q3TCMOD_SCROLL:
-                       Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
+                       // extra care is needed because of precision breakdown with large values of time
+                       offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
+                       offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
+                       Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
                        break;
                case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
                        w = (int) tcmod->parms[0];
                        h = (int) tcmod->parms[1];
-                       f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
+                       f = rsurface.shadertime / (tcmod->parms[2] * w * h);
                        f = f - floor(f);
                        idx = (int) floor(f * w * h);
                        Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
@@ -7340,7 +7570,7 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
 
 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
 {
-       int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
+       int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
        char name[MAX_QPATH];
        skinframe_t *skinframe;
        unsigned char pixels[296*194];
@@ -7391,7 +7621,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                if (model->skinscenes)
                {
                        if (model->skinscenes[s].framecount > 1)
-                               s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+                               s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
                        else
                                s = model->skinscenes[s].firstframe;
                }
@@ -7402,9 +7632,9 @@ texture_t *R_GetCurrentTexture(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 (rsurface.ent_alttextures && t->anim_total[1])
-                               t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
+                               t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
                        else
-                               t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
+                               t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
                }
                texture->currentframe = t;
        }
@@ -7424,16 +7654,16 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
                t->currentskinframe = r_qwskincache[i].skinframe;
                if (t->currentskinframe == NULL)
-                       t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
+                       t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
        }
        else if (t->numskinframes >= 2)
-               t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
+               t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
        if (t->backgroundnumskinframes >= 2)
-               t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
+               t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = rsurface.colormod[3];
-       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
                t->currentalpha *= r_wateralpha.value;
        if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
@@ -7443,7 +7673,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        else if (FAKELIGHT_ENABLED)
        {
-                       // no modellight if using fakelight for the map
+               // no modellight if using fakelight for the map
        }
        else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
@@ -7470,6 +7700,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        }
        else
                t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
+       if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
+       {
+               // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
+               t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
+       }
        if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
                t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
 
@@ -7674,8 +7909,8 @@ void RSurf_ActiveWorldEntity(void)
        memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
-       rsurface.ent_shadertime = 0;
        rsurface.ent_flags = r_refdef.scene.worldentity->flags;
+       rsurface.shadertime = r_refdef.scene.time;
        rsurface.matrix = identitymatrix;
        rsurface.inversematrix = identitymatrix;
        rsurface.matrixscale = 1;
@@ -7785,8 +8020,8 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        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;
        rsurface.ent_flags = ent->flags;
+       rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
        rsurface.matrix = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
@@ -7815,7 +8050,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
                rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
        }
-       if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
+       if (model->surfmesh.isanimated && model->AnimateVertices)
        {
                if (ent->animcache_vertex3f)
                {
@@ -7954,8 +8189,8 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.skeleton = NULL;
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
-       rsurface.ent_shadertime = shadertime;
        rsurface.ent_flags = entflags;
+       rsurface.shadertime = r_refdef.scene.time - shadertime;
        rsurface.modelnumvertices = numvertices;
        rsurface.modelnumtriangles = numtriangles;
        rsurface.matrix = *matrix;
@@ -8201,7 +8436,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
        }
 
-       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
        {
                switch (deform->deform)
                {
@@ -8467,20 +8702,53 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        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.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                               if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
-                                       memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                               if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
                                {
-                                       memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                                       memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       if (rsurface.batchvertex3f)
+                                               memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       else
+                                               memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_NORMAL)
+                               {
+                                       if (rsurface.modelnormal3f)
+                                               memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       else
+                                               memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_VECTOR)
+                               {
+                                       if (rsurface.modelsvector3f)
+                                       {
+                                               memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                               memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       }
+                                       else
+                                       {
+                                               memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
+                                               memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
+                                       }
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
+                               {
+                                       if (rsurface.modellightmapcolor4f)
+                                               memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
+                                       else
+                                               memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
+                               {
+                                       if (rsurface.modeltexcoordtexture2f)
+                                               memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                                       else
+                                               memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
+                               }
+                               if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
+                               {
+                                       if (rsurface.modeltexcoordlightmap2f)
+                                               memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                                       else
+                                               memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
                                }
-                               if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
-                                       memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
-                               if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
-                                       memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
-                               if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
-                                       memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
                        }
                        RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
                        numvertices += surfacenumvertices;
@@ -8569,7 +8837,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        // 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++)
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
        {
                switch (deform->deform)
                {
@@ -8604,6 +8872,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 //                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
 //                     rsurface.batchnormal3f_vertexbuffer = NULL;
 //                     rsurface.batchnormal3f_bufferoffset = 0;
+                       // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
+                       if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
+                               Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+                       if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        // a single autosprite surface can contain multiple sprites...
                        for (j = 0;j < batchnumvertices - 3;j += 4)
                        {
@@ -8740,9 +9013,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                float vertex[3];
                                float *normal = rsurface.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]);
+                               normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
+                               normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
+                               normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
                                VectorNormalize(normal);
                        }
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
@@ -8806,7 +9079,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 //                     rsurface.batchnormal3f_bufferoffset = 0;
                        for (j = 0;j < batchnumvertices;j++)
                        {
-                               scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
+                               scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
                                VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
                        }
                        // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
@@ -8900,7 +9173,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
                amplitude = rsurface.texture->tcmods[0].parms[1];
-               animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
+               animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
 //             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
 //             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
 //             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
@@ -9320,7 +9593,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        // transparent sky would be ridiculous
        if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                return;
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        skyrenderlater = true;
        RSurf_SetupDepthAndCulling();
        GL_DepthMask(true);
@@ -9330,12 +9603,12 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
        // in Quake3 maps as it causes problems with q3map2 sky tricks,
        // and skymasking also looks very bad when noclipping outside the
        // 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)
+       if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
        {
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
-                       R_SetupShader_DepthOrShadow();
+                       R_SetupShader_DepthOrShadow(false);
                        // depth-only (masking)
                        GL_ColorMask(0,0,0,0);
                        // just to make sure that braindead drivers don't draw
@@ -9349,7 +9622,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                }
                else
                {
-                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+                       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
                        // fog sky
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
@@ -9374,9 +9647,8 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        {
                // 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, texturenumsurfaces, texturesurfacelist, NULL);
+               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
                RSurf_DrawBatch();
-               return;
        }
 
        // bind lightmap texture
@@ -9402,18 +9674,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                        {
                                // 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, (void *)(r_waterstate.waterplanes + startplaneindex));
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
                                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, NULL);
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
                                RSurf_DrawBatch();
                        }
                        else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
                        {
                                // 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, (void *)(r_waterstate.waterplanes + startplaneindex));
+                               R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
                                RSurf_DrawBatch();
                        }
                }
@@ -9422,7 +9694,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
 
        // 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, NULL);
+       R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
        RSurf_DrawBatch();
 }
 
@@ -9645,7 +9917,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        float c[4];
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
 
        if(rsurface.texture && rsurface.texture->currentskinframe)
        {
@@ -9751,7 +10023,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
                RSurf_DrawBatch_GL11_ClampColor();
 
                R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
-               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
                RSurf_DrawBatch();
        }
        else if (!r_refdef.view.showdebug)
@@ -9843,6 +10115,7 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
                break;
        case RENDERPATH_GL11:
@@ -9872,6 +10145,7 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
+       case RENDERPATH_GLES1:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
                break;
        case RENDERPATH_GL11:
@@ -9887,8 +10161,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        int texturenumsurfaces, endsurface;
        texture_t *texture;
        const msurface_t *surface;
-#define MAXBATCH_TRANSPARENTSURFACES 256
-       const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
+       const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
 
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
@@ -9909,8 +10182,9 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        RSurf_ActiveModelEntity(ent, true, false, false);
                        break;
                }
@@ -9951,7 +10225,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_DepthMask(true);
 //                             R_Mesh_ResetTextureState();
-                               R_SetupShader_DepthOrShadow();
+                               R_SetupShader_DepthOrShadow(false);
                        }
                        RSurf_SetupDepthAndCulling();
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
@@ -9972,7 +10246,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                texture = surface->texture;
                rsurface.texture = R_GetCurrentTexture(texture);
                // scan ahead until we find a different texture
-               endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
+               endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
                texturenumsurfaces = 0;
                texturesurfacelist[texturenumsurfaces++] = surface;
                if(FAKELIGHT_ENABLED)
@@ -10063,7 +10337,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                else
                        R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
-       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
@@ -10141,7 +10415,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                else
                        R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
-       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
+       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
@@ -10264,7 +10538,7 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in
                        vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
 
        R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
 }
 
@@ -10359,6 +10633,9 @@ static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float
        decal->texcoord2f[1][1] = t1[1];
        decal->texcoord2f[2][0] = t2[0];
        decal->texcoord2f[2][1] = t2[1];
+       TriangleNormal(v0, v1, v2, decal->plane);
+       VectorNormalize(decal->plane);
+       decal->plane[3] = DotProduct(v0, decal->plane);
 }
 
 extern cvar_t cl_decals_bias;
@@ -10715,10 +10992,10 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
        lifetime = cl_decals_time.value + cl_decals_fadetime.value;
 
        if (decalsystem->lastupdatetime)
-               frametime = (cl.time - decalsystem->lastupdatetime);
+               frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
        else
                frametime = 0;
-       decalsystem->lastupdatetime = cl.time;
+       decalsystem->lastupdatetime = r_refdef.scene.time;
        decal = decalsystem->decals;
        numdecals = decalsystem->numdecals;
 
@@ -10795,7 +11072,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        else
                RSurf_ActiveModelEntity(ent, false, false, false);
 
-       decalsystem->lastupdatetime = cl.time;
+       decalsystem->lastupdatetime = r_refdef.scene.time;
        decal = decalsystem->decals;
 
        faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
@@ -10812,6 +11089,10 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                if (surfacevisible && !surfacevisible[decal->surfaceindex])
                        continue;
 
+               // skip backfaces
+               if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
+                       continue;
+
                // update color values for fading decals
                if (decal->lived >= cl_decals_time.value)
                        alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
@@ -10875,7 +11156,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
 
                // 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);
+               RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, 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_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
                GL_DepthMask(false);
@@ -10884,7 +11165,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                GL_DepthTest(true);
                GL_CullFace(GL_NONE);
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-               R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
+               R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false);
                R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
        }
 }
@@ -10934,33 +11215,44 @@ void R_DrawDebugModel(void)
        dp_model_t *model = ent->model;
        vec3_t v;
 
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL11:
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL20:
-               break;
-       case RENDERPATH_D3D9:
-               //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_D3D10:
-               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_D3D11:
-               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_SOFT:
-               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-               return;
-       case RENDERPATH_GLES2:
-               //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+       if (!sv.active  && !cls.demoplayback && ent != r_refdef.scene.worldentity)
                return;
+
+       if (r_showoverdraw.value > 0)
+       {
+               float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
+               flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+               GL_DepthTest(false);
+               GL_DepthMask(false);
+               GL_DepthRange(0, 1);
+               GL_BlendFunc(GL_ONE, GL_ONE);
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
+                               continue;
+                       rsurface.texture = R_GetCurrentTexture(surface->texture);
+                       if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+                               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
+                               if (!rsurface.texture->currentlayers->depthmask)
+                                       GL_Color(c, 0, 0, 1.0f);
+                               else if (ent == r_refdef.scene.worldentity)
+                                       GL_Color(c, c, c, 1.0f);
+                               else
+                                       GL_Color(0, c, 0, 1.0f);
+                               R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+                               RSurf_DrawBatch();
+                       }
+               }
+               rsurface.texture = NULL;
        }
 
        flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
 
 //     R_Mesh_ResetTextureState();
-       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
        GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
        GL_DepthMask(false);
@@ -11016,7 +11308,7 @@ void R_DrawDebugModel(void)
 
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 
-       if (r_showtris.integer || (r_shownormals.value != 0))
+       if (r_showtris.integer && qglPolygonMode)
        {
                if (r_showdisabledepthtest.integer)
                {
@@ -11028,6 +11320,7 @@ void R_DrawDebugModel(void)
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_DepthMask(true);
                }
+               qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
                        if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
@@ -11036,23 +11329,43 @@ void R_DrawDebugModel(void)
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
                                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)
-                                               GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
-                                       else if (ent == r_refdef.scene.worldentity)
-                                               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_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
-                                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-                                       RSurf_DrawBatch();
-                                       qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-                                       CHECKGLERROR
-                               }
-                               if (r_shownormals.value < 0)
+                               if (!rsurface.texture->currentlayers->depthmask)
+                                       GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
+                               else if (ent == r_refdef.scene.worldentity)
+                                       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_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
+                               RSurf_DrawBatch();
+                       }
+               }
+               qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
+               rsurface.texture = NULL;
+       }
+
+       if (r_shownormals.value != 0 && qglBegin)
+       {
+               if (r_showdisabledepthtest.integer)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
+               }
+               else
+               {
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+               }
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
+                               continue;
+                       rsurface.texture = R_GetCurrentTexture(surface->texture);
+                       if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
+                               qglBegin(GL_LINES);
+                               if (r_shownormals.value < 0 && rsurface.batchnormal3f)
                                {
-                                       qglBegin(GL_LINES);
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11062,12 +11375,9 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
                                }
                                if (r_shownormals.value > 0 && rsurface.batchsvector3f)
                                {
-                                       qglBegin(GL_LINES);
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11077,9 +11387,9 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       qglBegin(GL_LINES);
+                               }
+                               if (r_shownormals.value > 0 && rsurface.batchtvector3f)
+                               {
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11089,9 +11399,9 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       qglBegin(GL_LINES);
+                               }
+                               if (r_shownormals.value > 0 && rsurface.batchnormal3f)
+                               {
                                        for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
@@ -11101,9 +11411,9 @@ void R_DrawDebugModel(void)
                                                GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
-                                       qglEnd();
-                                       CHECKGLERROR
                                }
+                               qglEnd();
+                               CHECKGLERROR
                        }
                }
                rsurface.texture = NULL;
@@ -11247,8 +11557,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
                        break;
                }
@@ -11265,8 +11576,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
-               case RENDERPATH_GL13:
                case RENDERPATH_GL11:
+               case RENDERPATH_GL13:
+               case RENDERPATH_GLES1:
                        RSurf_ActiveModelEntity(ent, true, false, false);
                        break;
                }