]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
reworked animation interpolation code - entity_render_t now has
[xonotic/darkplaces.git] / gl_rmain.c
index 03beaffe470fa3224954d56b51c54b26a46af93f..3ad23498fb0dfa84d5c67573614109a46b68a0d4 100644 (file)
@@ -28,6 +28,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
 
+static int r_frame = 0; // used only by R_GetCurrentTexture
+
 //
 // screen size info
 //
@@ -96,7 +98,7 @@ 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_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
@@ -168,6 +170,10 @@ rtexture_t *r_texture_gammaramps;
 unsigned int r_texture_gammaramps_serial;
 //rtexture_t *r_texture_fogintensity;
 
+unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
+unsigned int r_numqueries;
+unsigned int r_maxqueries;
+
 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
 
@@ -478,12 +484,12 @@ static const char *builtinshaderstring =
 "uniform vec3 Gamma;\n"
 "#endif\n"
 "//uncomment these if you want to use them:\n"
-"// uniform vec4 UserVec1;\n"
+"uniform vec4 UserVec1;\n"
 "// uniform vec4 UserVec2;\n"
 "// uniform vec4 UserVec3;\n"
 "// uniform vec4 UserVec4;\n"
 "// uniform float ClientTime;\n"
-"// uniform vec2 PixelSize;\n"
+"uniform vec2 PixelSize;\n"
 "void main(void)\n"
 "{\n"
 "      gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
@@ -495,7 +501,14 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "#ifdef USEPOSTPROCESSING\n"
-"// add your own postprocessing here or make your own ifdef for it\n"
+"// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
+"// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
+"      gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
+"      gl_FragColor /= (1 + 5 * UserVec1.y);\n"
 "#endif\n"
 "\n"
 "#ifdef USEGAMMARAMPS\n"
@@ -1236,13 +1249,13 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
        }
        else if (!strcmp(filename, "glsl/default.glsl"))
        {
-               shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
                memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
        }
        return shaderstring;
 }
 
-static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
+static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
 {
        int i;
        shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
@@ -1413,8 +1426,8 @@ static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t per
 
 void R_GLSL_Restart_f(void)
 {
-       shadermode_t mode;
-       shaderpermutation_t permutation;
+       unsigned int mode;
+       unsigned int permutation;
        for (mode = 0;mode < SHADERMODE_COUNT;mode++)
                for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
                        if (r_glsl_permutations[mode][permutation].program)
@@ -1446,7 +1459,7 @@ void R_GLSL_DumpShader_f(void)
        Con_Printf("glsl/default.glsl written\n");
 }
 
-void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
+void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
 {
        r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
        if (r_glsl_permutation != perm)
@@ -1545,7 +1558,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
        unsigned int permutation = 0;
-       shadermode_t mode = 0;
+       unsigned int mode = 0;
        // TODO: implement geometry-shader based shadow volumes someday
        if (r_glsl_offsetmapping.integer)
        {
@@ -1727,7 +1740,7 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
                        if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
                }
                if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
-               if (r_glsl_permutation->loc_GlowScale     >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+               if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
                // additive passes are only darkened by fog, not tinted
                if (r_glsl_permutation->loc_FogColor >= 0)
                {
@@ -1787,13 +1800,14 @@ void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, f
 
 #define SKINFRAME_HASH 1024
 
-struct
+typedef struct
 {
        int loadsequence; // incremented each level change
        memexpandablearray_t array;
        skinframe_t *hash[SKINFRAME_HASH];
 }
-r_skinframe;
+r_skinframe_t;
+r_skinframe_t r_skinframe;
 
 void R_SkinFrame_PrepareForPurge(void)
 {
@@ -1907,7 +1921,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
 
 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
        { \
-               unsigned long avgcolor[5], wsum; \
+               unsigned long long avgcolor[5], wsum; \
                int pix, comp, w; \
                avgcolor[0] = 0; \
                avgcolor[1] = 0; \
@@ -1918,23 +1932,25 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
                for(pix = 0; pix < cnt; ++pix) \
                { \
                        w = 0; \
-                       for(comp = 0; comp < 4; ++comp) \
+                       for(comp = 0; comp < 3; ++comp) \
                                w += getpixel; \
                        if(w) /* ignore perfectly black pixels because that is better for model skins */ \
                        { \
                                ++wsum; \
-                               for(comp = 0; comp < 4; ++comp) \
-                                       avgcolor[comp] += (w = getpixel); \
+                               /* comp = 3; -- not needed, comp is always 3 when we get here */ \
+                               w = getpixel; \
+                               for(comp = 0; comp < 3; ++comp) \
+                                       avgcolor[comp] += getpixel * w; \
+                               avgcolor[3] += w; \
                        } \
-                       avgcolor[4] += w; \
+                       /* comp = 3; -- not needed, comp is always 3 when we get here */ \
+                       avgcolor[4] += getpixel; \
                } \
-               if(avgcolor[3] == 0) /* just fully transparent pixels seen? bad luck... */ \
-                       avgcolor[3] = 255 * wsum; \
                if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
                        avgcolor[3] = 1; \
-               skinframe->avgcolor[0] = avgcolor[2] / (1.0 * avgcolor[3]); \
-               skinframe->avgcolor[1] = avgcolor[1] / (1.0 * avgcolor[3]); \
-               skinframe->avgcolor[2] = avgcolor[0] / (1.0 * avgcolor[3]); \
+               skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
+               skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
+               skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
                skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
        }
 
@@ -2014,6 +2030,7 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
        }
 
        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]);
 
        // _norm is the name used by tenebrae and has been adopted as standard
        if (loadnormalmap)
@@ -2132,6 +2149,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        }
 
        R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[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]);
 
        return skinframe;
 }
@@ -2140,6 +2158,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
 {
        int i;
        unsigned char *temp1, *temp2;
+       unsigned int *palette;
        skinframe_t *skinframe;
 
        if (cls.state == ca_dedicated)
@@ -2150,6 +2169,8 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        if (skinframe && skinframe->base)
                return skinframe;
 
+       palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
+
        skinframe->stain = NULL;
        skinframe->merged = NULL;
        skinframe->base = r_texture_notexture;
@@ -2178,7 +2199,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                Mem_Free(temp1);
        }
        // use either a custom palette, or the quake palette
-       skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
+       skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
        if (loadglowtexture)
                skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
        if (loadpantsandshirt)
@@ -2197,7 +2218,8 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                        skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
        }
 
-       R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_alpha)[skindata[pix]*4 + comp]);
+       R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + 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]);
 
        return skinframe;
 }
@@ -2209,7 +2231,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        if (cls.state == ca_dedicated)
                return NULL;
 
-       skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
+       skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
        skinframe->stain = NULL;
        skinframe->merged = NULL;
        skinframe->base = r_texture_notexture;
@@ -2230,6 +2252,10 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
 
 void gl_main_start(void)
 {
+       r_numqueries = 0;
+       r_maxqueries = 0;
+       memset(r_queries, 0, sizeof(r_queries));
+
        memset(r_qwskincache, 0, sizeof(r_qwskincache));
        memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
 
@@ -2259,6 +2285,13 @@ void gl_main_start(void)
 
 void gl_main_shutdown(void)
 {
+       if (r_maxqueries)
+               qglDeleteQueriesARB(r_maxqueries, r_queries);
+
+       r_numqueries = 0;
+       r_maxqueries = 0;
+       memset(r_queries, 0, sizeof(r_queries));
+
        memset(r_qwskincache, 0, sizeof(r_qwskincache));
        memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
 
@@ -2457,8 +2490,8 @@ void GL_Init (void)
        Con_Printf("GL_VENDOR: %s\n", gl_vendor);
        Con_Printf("GL_RENDERER: %s\n", gl_renderer);
        Con_Printf("GL_VERSION: %s\n", gl_version);
-       Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
-       Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
+       Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
+       Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
 
        VID_CheckExtensions();
 
@@ -2570,6 +2603,51 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 //==================================================================================
 
+static void R_View_UpdateEntityLighting (void)
+{
+       int i;
+       entity_render_t *ent;
+       vec3_t tempdiffusenormal;
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+       {
+               ent = r_refdef.scene.entities[i];
+
+               // skip unseen models
+               if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
+                       continue;
+
+               // skip bsp models
+               if (ent->model && ent->model->brush.num_leafs)
+               {
+                       // TODO: use modellight for r_ambient settings on world?
+                       VectorSet(ent->modellight_ambient, 0, 0, 0);
+                       VectorSet(ent->modellight_diffuse, 0, 0, 0);
+                       VectorSet(ent->modellight_lightdir, 0, 0, 1);
+                       continue;
+               }
+
+               // fetch the lighting from the worldmodel data
+               VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
+               VectorClear(ent->modellight_diffuse);
+               VectorClear(tempdiffusenormal);
+               if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               {
+                       vec3_t org;
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+               }
+               else // highly rare
+                       VectorSet(ent->modellight_ambient, 1, 1, 1);
+
+               // move the light direction into modelspace coordinates for lighting code
+               Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+               if(VectorLength2(ent->modellight_lightdir) == 0)
+                       VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+               VectorNormalize(ent->modellight_lightdir);
+       }
+}
+
 static void R_View_UpdateEntityVisible (void)
 {
        int i, renderimask;
@@ -2876,6 +2954,7 @@ void R_View_Update(void)
        R_View_SetFrustum();
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
+       R_View_UpdateEntityLighting();
 }
 
 void R_SetupView(qboolean allowwaterclippingplane)
@@ -2958,7 +3037,8 @@ void R_ResetViewRendering3D(void)
        R_SetupGenericShader(true);
 }
 
-void R_RenderScene(qboolean addwaterplanes);
+void R_RenderScene(void);
+void R_RenderWaterPlanes(void);
 
 static void R_Water_StartFrame(void)
 {
@@ -3021,7 +3101,7 @@ static void R_Water_StartFrame(void)
        r_waterstate.numwaterplanes = 0;
 }
 
-static void R_Water_AddWaterPlane(msurface_t *surface)
+void R_Water_AddWaterPlane(msurface_t *surface)
 {
        int triangleindex, planeindex;
        const int *e;
@@ -3030,6 +3110,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
        vec3_t center;
        mplane_t plane;
        r_waterstate_waterplane_t *p;
+       texture_t *t = R_GetCurrentTexture(surface->texture);
        // just use the first triangle with a valid normal for any decisions
        VectorClear(normal);
        for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
@@ -3049,7 +3130,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
        if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
        {
                // skip backfaces (except if nocullface is set)
-               if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
+               if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
                        return;
                VectorNegate(plane.normal, plane.normal);
                plane.dist *= -1;
@@ -3075,7 +3156,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
                p->pvsvalid = false;
        }
        // merge this surface's materialflags into the waterplane
-       p->materialflags |= surface->texture->currentframe->currentmaterialflags;
+       p->materialflags |= t->currentmaterialflags;
        // merge this surface's PVS into the waterplane
        VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
        if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
@@ -3089,6 +3170,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface)
 static void R_Water_ProcessPlanes(void)
 {
        r_refdef_view_t originalview;
+       r_refdef_view_t myview;
        int planeindex;
        r_waterstate_waterplane_t *p;
 
@@ -3115,24 +3197,29 @@ static void R_Water_ProcessPlanes(void)
        }
 
        // render views
+       r_refdef.view = originalview;
+       r_refdef.view.showdebug = false;
+       r_refdef.view.width = r_waterstate.waterwidth;
+       r_refdef.view.height = r_waterstate.waterheight;
+       r_refdef.view.useclipplane = true;
+       myview = r_refdef.view;
+       r_waterstate.renderingscene = true;
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
-               r_refdef.view.showdebug = false;
-               r_refdef.view.width = r_waterstate.waterwidth;
-               r_refdef.view.height = r_waterstate.waterheight;
-               r_refdef.view.useclipplane = true;
-               r_waterstate.renderingscene = true;
-
                // render the normal view scene and copy into texture
                // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
+                       r_refdef.view = myview;
                        r_refdef.view.clipplane = p->plane;
                        VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
                        r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
                        PlaneClassify(&r_refdef.view.clipplane);
 
-                       R_RenderScene(false);
+                       R_ResetViewRendering3D();
+                       R_ClearScreen(r_refdef.fogenabled);
+                       R_View_Update();
+                       R_RenderScene();
 
                        // copy view into the screen texture
                        R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
@@ -3143,6 +3230,7 @@ static void R_Water_ProcessPlanes(void)
 
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
+                       r_refdef.view = myview;
                        // render reflected scene and copy into texture
                        Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
                        // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
@@ -3162,26 +3250,20 @@ static void R_Water_ProcessPlanes(void)
 
                        R_ResetViewRendering3D();
                        R_ClearScreen(r_refdef.fogenabled);
-                       if (r_timereport_active)
-                               R_TimeReport("viewclear");
-
-                       R_RenderScene(false);
+                       R_View_Update();
+                       R_RenderScene();
 
                        R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
                        GL_ActiveTexture(0);
                        CHECKGLERROR
                        qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
-
-                       R_ResetViewRendering3D();
-                       R_ClearScreen(r_refdef.fogenabled);
-                       if (r_timereport_active)
-                               R_TimeReport("viewclear");
                }
-
-               r_refdef.view = originalview;
-               r_refdef.view.clear = true;
-               r_waterstate.renderingscene = false;
        }
+       r_waterstate.renderingscene = false;
+       r_refdef.view = originalview;
+       R_ResetViewRendering3D();
+       R_ClearScreen(r_refdef.fogenabled);
+       R_View_Update();
        return;
 error:
        r_refdef.view = originalview;
@@ -3446,9 +3528,17 @@ void R_HDR_RenderBloomTexture(void)
        if (r_timereport_active)
                R_TimeReport("HDRclear");
 
+       R_View_Update();
+       if (r_timereport_active)
+               R_TimeReport("visibility");
+
        r_waterstate.numwaterplanes = 0;
-       R_RenderScene(r_waterstate.enabled);
+       if (r_waterstate.enabled)
+               R_RenderWaterPlanes();
+
        r_refdef.view.showdebug = true;
+       R_RenderScene();
+       r_waterstate.numwaterplanes = 0;
 
        R_ResetViewRendering2D();
 
@@ -3615,8 +3705,6 @@ static void R_BlendView(void)
        }
 }
 
-void R_RenderScene(qboolean addwaterplanes);
-
 matrix4x4_t r_waterscrollmatrix;
 
 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
@@ -3738,7 +3826,7 @@ void R_UpdateVariables(void)
                        // build GLSL gamma texture
 #define RAMPWIDTH 256
                        unsigned short ramp[RAMPWIDTH * 3];
-                       unsigned char ramprgb[RAMPWIDTH][4];
+                       unsigned char rampbgr[RAMPWIDTH][4];
                        int i;
 
                        r_texture_gammaramps_serial = vid_gammatables_serial;
@@ -3746,18 +3834,18 @@ void R_UpdateVariables(void)
                        VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
                        for(i = 0; i < RAMPWIDTH; ++i)
                        {
-                               ramprgb[i][0] = ramp[i] >> 8;
-                               ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
-                               ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
-                               ramprgb[i][3] = 0;
+                               rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
+                               rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
+                               rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
+                               rampbgr[i][3] = 0;
                        }
                        if (r_texture_gammaramps)
                        {
-                               R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
+                               R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
                        }
                        else
                        {
-                               r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
+                               r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
                        }
                }
        }
@@ -3806,6 +3894,9 @@ R_RenderView
 */
 void R_RenderView(void)
 {
+       r_frame++; // used only by R_GetCurrentTexture
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+
        if (r_refdef.view.isoverlay)
        {
                // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
@@ -3817,7 +3908,7 @@ void R_RenderView(void)
                r_waterstate.enabled = false;
                r_waterstate.numwaterplanes = 0;
 
-               R_RenderScene(false);
+               R_RenderScene();
 
                CHECKGLERROR
                return;
@@ -3855,14 +3946,22 @@ void R_RenderView(void)
        }
        r_refdef.view.clear = true;
 
-       r_refdef.view.showdebug = true;
-
        // this produces a bloom texture to be used in R_BlendView() later
        if (r_hdr.integer)
                R_HDR_RenderBloomTexture();
 
+       r_refdef.view.showdebug = true;
+
+       R_View_Update();
+       if (r_timereport_active)
+               R_TimeReport("visibility");
+
+       r_waterstate.numwaterplanes = 0;
+       if (r_waterstate.enabled)
+               R_RenderWaterPlanes();
+
+       R_RenderScene();
        r_waterstate.numwaterplanes = 0;
-       R_RenderScene(r_waterstate.enabled);
 
        R_BlendView();
        if (r_timereport_active)
@@ -3873,47 +3972,42 @@ void R_RenderView(void)
        CHECKGLERROR
 }
 
-extern void R_DrawLightningBeams (void);
-extern void VM_CL_AddPolygonsToMeshQueue (void);
-extern void R_DrawPortals (void);
-extern cvar_t cl_locs_show;
-static void R_DrawLocs(void);
-static void R_DrawEntityBBoxes(void);
-void R_RenderScene(qboolean addwaterplanes)
+void R_RenderWaterPlanes(void)
 {
-       r_refdef.stats.renders++;
-
-       R_UpdateFogColor();
-
-       if (addwaterplanes)
+       if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
        {
-               R_ResetViewRendering3D();
-
-               R_View_Update();
+               r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
                if (r_timereport_active)
-                       R_TimeReport("watervis");
-
-               if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
-               {
-                       r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
-                       if (r_timereport_active)
-                               R_TimeReport("waterworld");
-               }
+                       R_TimeReport("waterworld");
+       }
 
-               // don't let sound skip if going slow
-               if (r_refdef.scene.extraupdate)
-                       S_ExtraUpdate ();
+       // don't let sound skip if going slow
+       if (r_refdef.scene.extraupdate)
+               S_ExtraUpdate ();
 
-               R_DrawModelsAddWaterPlanes();
-               if (r_timereport_active)
-                       R_TimeReport("watermodels");
+       R_DrawModelsAddWaterPlanes();
+       if (r_timereport_active)
+               R_TimeReport("watermodels");
 
+       if (r_waterstate.numwaterplanes)
+       {
                R_Water_ProcessPlanes();
                if (r_timereport_active)
                        R_TimeReport("waterscenes");
        }
+}
 
-       R_ResetViewRendering3D();
+extern void R_DrawLightningBeams (void);
+extern void VM_CL_AddPolygonsToMeshQueue (void);
+extern void R_DrawPortals (void);
+extern cvar_t cl_locs_show;
+static void R_DrawLocs(void);
+static void R_DrawEntityBBoxes(void);
+void R_RenderScene(void)
+{
+       r_refdef.stats.renders++;
+
+       R_UpdateFogColor();
 
        // don't let sound skip if going slow
        if (r_refdef.scene.extraupdate)
@@ -3923,10 +4017,6 @@ void R_RenderScene(qboolean addwaterplanes)
 
        R_SkyStartFrame();
 
-       R_View_Update();
-       if (r_timereport_active)
-               R_TimeReport("visibility");
-
        Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
 
        if (cl.csqc_vidvars.drawworld)
@@ -4050,7 +4140,7 @@ void R_RenderScene(qboolean addwaterplanes)
 
        R_SetupGenericShader(true);
 
-       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_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
                if (r_timereport_active)
@@ -4327,6 +4417,7 @@ float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 
 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
 {
+       // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
        float fog = 1.0f;
        float vertex3f[12];
 
@@ -4336,14 +4427,6 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(blendfunc1, blendfunc2);
 
-       if(v_flipped_state)
-       {
-               scalex1 = -scalex1;
-               scalex2 = -scalex2;
-               GL_CullFace(r_refdef.view.cullface_front);
-       }
-       else
-               GL_CullFace(r_refdef.view.cullface_back);
        GL_CullFace(GL_NONE);
 
        GL_DepthMask(false);
@@ -4531,20 +4614,20 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
        return (float)(parms[0] + parms[1] * f);
 }
 
-void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
+texture_t *R_GetCurrentTexture(texture_t *t)
 {
        int w, h, idx;
        int i;
+       const entity_render_t *ent = rsurface.entity;
        dp_model_t *model = ent->model;
        float f;
        float tcmat[12];
        q3shaderinfo_layer_tcmod_t *tcmod;
 
-       if (t->basematerialflags & MATERIALFLAG_NODRAW)
-       {
-               t->currentmaterialflags = MATERIALFLAG_NODRAW;
-               return;
-       }
+       if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
+               return t->currentframe;
+       t->update_lastrenderframe = r_frame;
+       t->update_lastrenderentity = (void *)ent;
 
        // switch to an alternate material if this is a q1bsp animated material
        {
@@ -4565,7 +4648,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                {
                        // use an alternate animation if the entity's frame is not 0,
                        // and only if the texture has an alternate animation
-                       if (ent->frame2 != 0 && t->anim_total[1])
+                       if (ent->framegroupblend[0].frame != 0 && 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];
                        else
                                t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
@@ -4585,12 +4668,12 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                }
                t->currentskinframe = r_qwskincache_skinframe[i];
                if (t->currentskinframe == NULL)
-                       t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
+                       t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
        }
        else if (t->numskinframes >= 2)
-               t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
+               t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
        if (t->backgroundnumskinframes >= 2)
-               t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
+               t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
@@ -4663,11 +4746,11 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
                        break;
                case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
-                       w = tcmod->parms[0];
-                       h = tcmod->parms[1];
+                       w = (int) tcmod->parms[0];
+                       h = (int) tcmod->parms[1];
                        f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
                        f = f - floor(f);
-                       idx = floor(f * w * h);
+                       idx = (int) floor(f * w * h);
                        Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
                        break;
                case Q3TCMOD_STRETCH:
@@ -4824,14 +4907,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
                }
        }
-}
 
-void R_UpdateAllTextureInfo(entity_render_t *ent)
-{
-       int i;
-       if (ent->model)
-               for (i = 0;i < ent->model->num_texturesperskin;i++)
-                       R_UpdateTextureInfo(ent, ent->model->data_textures + i);
+       return t->currentframe;
 }
 
 rsurfacestate_t rsurface;
@@ -4861,6 +4938,9 @@ void R_Mesh_ResizeArrays(int newvertices)
 void RSurf_ActiveWorldEntity(void)
 {
        dp_model_t *model = r_refdef.scene.worldmodel;
+       //if (rsurface.entity == r_refdef.scene.worldentity)
+       //      return;
+       rsurface.entity = r_refdef.scene.worldentity;
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = identitymatrix;
@@ -4872,14 +4952,8 @@ void RSurf_ActiveWorldEntity(void)
        VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
        VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
        VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
-       rsurface.frameblend[0].frame = 0;
+       memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
        rsurface.frameblend[0].lerp = 1;
-       rsurface.frameblend[1].frame = 0;
-       rsurface.frameblend[1].lerp = 0;
-       rsurface.frameblend[2].frame = 0;
-       rsurface.frameblend[2].lerp = 0;
-       rsurface.frameblend[3].frame = 0;
-       rsurface.frameblend[3].lerp = 0;
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
        rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
@@ -4930,6 +5004,9 @@ void RSurf_ActiveWorldEntity(void)
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
        dp_model_t *model = ent->model;
+       //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
+       //      return;
+       rsurface.entity = (entity_render_t *)ent;
        if (rsurface.array_size < model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
        rsurface.matrix = ent->matrix;
@@ -4946,10 +5023,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
        VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
        VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
-       rsurface.frameblend[0] = ent->frameblend[0];
-       rsurface.frameblend[1] = ent->frameblend[1];
-       rsurface.frameblend[2] = ent->frameblend[2];
-       rsurface.frameblend[3] = ent->frameblend[3];
+       memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
        rsurface.basepolygonfactor = r_refdef.polygonfactor;
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
        if (ent->model->brush.submodel)
@@ -4957,7 +5031,7 @@ 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].frame != 0))
+       if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
        {
                if (wanttangents)
                {
@@ -5729,17 +5803,15 @@ static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenum
 {
        int texturesurfaceindex;
        int i;
-       float f;
        float *v, *c2;
        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
        {
                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
                {
-                       f = FogPoint_Model(v);
-                       c2[0] = 1;
-                       c2[1] = 1;
-                       c2[2] = 1;
+                       c2[0] = 0.5;
+                       c2[1] = 0.5;
+                       c2[2] = 0.5;
                        c2[3] = 1;
                }
        }
@@ -5851,9 +5923,9 @@ static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t
                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
                {
-                       c2[0] = c[0] + r_refdef.scene.ambient / 64.0;
-                       c2[1] = c[1] + r_refdef.scene.ambient / 64.0;
-                       c2[2] = c[2] + r_refdef.scene.ambient / 64.0;
+                       c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
+                       c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
+                       c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
                        c2[3] = c[3];
                }
        }
@@ -6458,9 +6530,9 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurf
 
        if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
        {
-               c[0] = (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
-               c[1] = (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
-               c[2] = (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
+               c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
+               c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
+               c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
        }
 
        // brighten it up (as texture value 127 means "unlit")
@@ -6497,23 +6569,36 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurf
                GL_DepthMask(writedepth);
        }
 
-       rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
-       rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
-       rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+       rsurface.lightmapcolor4f = NULL;
+
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+       {
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
 
-       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+               rsurface.lightmapcolor4f = NULL;
+               rsurface.lightmapcolor4f_bufferobject = 0;
+               rsurface.lightmapcolor4f_bufferoffset = 0;
+       }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
                qboolean applycolor = true;
                float one = 1.0;
 
                RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
                r_refdef.lightmapintensity = 1;
                RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
                r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
        }
        else
+       {
                RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
 
+               rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
+               rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
+               rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+       }
+
        if(!rsurface.lightmapcolor4f)
                RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
 
@@ -6526,7 +6611,22 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurf
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
-static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
+{
+       CHECKGLERROR
+       RSurf_SetupDepthAndCulling();
+       if (r_showsurfaces.integer == 3)
+               R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
+       else if (r_glsl.integer && gl_support_fragment_shader)
+               R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
+       else if (gl_combine.integer && r_textureunits.integer >= 2)
+               R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
+       else
+               R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
+       CHECKGLERROR
+}
+
+static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
 {
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
@@ -6564,8 +6664,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                j = i + 1;
                surface = rsurface.modelsurfaces + surfacelist[i];
                texture = surface->texture;
-               R_UpdateTextureInfo(ent, texture);
-               rsurface.texture = texture->currentframe;
+               rsurface.texture = R_GetCurrentTexture(texture);
                rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
                // scan ahead until we find a different texture
                endsurface = min(i + 1024, numsurfaces);
@@ -6579,13 +6678,18 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                        texturesurfacelist[texturenumsurfaces++] = surface;
                }
                // render the range of surfaces
-               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
+               if (ent == r_refdef.scene.worldentity)
+                       R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
+               else
+                       R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
        }
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
        GL_AlphaTest(false);
 }
 
-static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
+static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
 {
+       const entity_render_t *queueentity = r_refdef.scene.worldentity;
        CHECKGLERROR
        if (depthonly)
        {
@@ -6647,23 +6751,113 @@ static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **tex
        else
        {
                // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
-               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
+               R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
        }
        CHECKGLERROR
 }
 
-void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
+void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
 {
        int i, j;
        texture_t *texture;
-       // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
-       if (addwaterplanes)
+       // break the surface list down into batches by texture and use of lightmapping
+       for (i = 0;i < numsurfaces;i = j)
+       {
+               j = i + 1;
+               // texture is the base texture pointer, rsurface.texture is the
+               // current frame/skin the texture is directing us to use (for example
+               // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
+               // use skin 1 instead)
+               texture = surfacelist[i]->texture;
+               rsurface.texture = R_GetCurrentTexture(texture);
+               rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+               if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
+               {
+                       // if this texture is not the kind we want, skip ahead to the next one
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
+                               ;
+                       continue;
+               }
+               // simply scan ahead until we find a different texture or lightmap state
+               for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+                       ;
+               // render the range of surfaces
+               R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
+       }
+}
+
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
+{
+       CHECKGLERROR
+       if (depthonly)
+       {
+               if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+                       return;
+               if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
+                       return;
+               RSurf_SetupDepthAndCulling();
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       }
+       else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
+       {
+               RSurf_SetupDepthAndCulling();
+               GL_AlphaTest(false);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupGenericShader(false);
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               GL_DepthMask(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(0, 0, 0, 1);
+               GL_DepthTest(writedepth);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       }
+       else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
        {
-               for (i = 0;i < numsurfaces;i++)
-                       if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
-                               R_Water_AddWaterPlane(surfacelist[i]);
+               RSurf_SetupDepthAndCulling();
+               GL_AlphaTest(false);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               R_SetupGenericShader(false);
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               GL_DepthMask(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthTest(true);
+               RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+       }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
+               R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+       else if (!rsurface.texture->currentnumlayers)
                return;
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+       {
+               // transparent surfaces get pushed off into the transparent queue
+               int surfacelistindex;
+               const msurface_t *surface;
+               vec3_t tempcenter, center;
+               for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
+               {
+                       surface = texturesurfacelist[surfacelistindex];
+                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+               }
+       }
+       else
+       {
+               // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
+               R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
        }
+       CHECKGLERROR
+}
+
+void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+{
+       int i, j;
+       texture_t *texture;
        // break the surface list down into batches by texture and use of lightmapping
        for (i = 0;i < numsurfaces;i = j)
        {
@@ -6673,7 +6867,7 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf
                // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
-               rsurface.texture = texture->currentframe;
+               rsurface.texture = R_GetCurrentTexture(texture);
                rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
                if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
                {
@@ -6686,7 +6880,7 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf
                for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
                        ;
                // render the range of surfaces
-               R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
+               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
        }
 }
 
@@ -6827,7 +7021,7 @@ void R_DrawDebugModel(entity_render_t *ent)
                {
                        if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
                                continue;
-                       rsurface.texture = surface->texture->currentframe;
+                       rsurface.texture = R_GetCurrentTexture(surface->texture);
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
                                RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
@@ -6840,14 +7034,26 @@ void R_DrawDebugModel(entity_render_t *ent)
                                        else
                                                GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
                                        elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+                                       R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
+                                       R_Mesh_ColorPointer(NULL, 0, 0);
+                                       R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
+                                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+                                       //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
+                                       qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
                                        CHECKGLERROR
+                               }
+                               if (r_shownormals.value < 0)
+                               {
                                        qglBegin(GL_LINES);
-                                       for (k = 0;k < surface->num_triangles;k++, elements += 3)
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                        {
-#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
-                                               GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
-                                               GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
-                                               GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
+                                               VectorCopy(rsurface.vertex3f + l * 3, v);
+                                               GL_Color(r_refdef.view.colorscale, 0, 0, 1);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
+                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
                                        CHECKGLERROR
@@ -6900,7 +7106,7 @@ void R_DrawDebugModel(entity_render_t *ent)
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 int r_maxsurfacelist = 0;
 msurface_t **r_surfacelist = NULL;
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
 {
        int i, j, endj, f, flagsmask;
        texture_t *t;
@@ -6916,7 +7122,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                r_maxsurfacelist = model->num_surfaces;
                if (r_surfacelist)
                        Mem_Free(r_surfacelist);
-               r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+               r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
        }
 
        RSurf_ActiveWorldEntity();
@@ -6925,7 +7131,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        update = model->brushq1.lightmapupdateflags;
 
        // update light styles on this submodel
-       if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
+       if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
        {
                model_brush_lightstyleinfo_t *style;
                for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
@@ -6940,8 +7146,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
                }
        }
 
-       R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
 
        if (debug)
        {
@@ -6956,33 +7161,26 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        rsurface.rtlight = NULL;
        numsurfacelist = 0;
        // add visible surfaces to draw list
-       j = model->firstmodelsurface;
-       endj = j + model->nummodelsurfaces;
-       if (update)
+       for (i = 0;i < model->nummodelsurfaces;i++)
        {
-               for (;j < endj;j++)
-               {
+               j = model->sortedmodelsurfaces[i];
+               if (r_refdef.viewcache.world_surfacevisible[j])
+                       r_surfacelist[numsurfacelist++] = surfaces + j;
+       }
+       // update lightmaps if needed
+       if (update)
+               for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
                        if (r_refdef.viewcache.world_surfacevisible[j])
-                       {
-                               r_surfacelist[numsurfacelist++] = surfaces + j;
-                               // update lightmap if needed
                                if (update[j])
                                        R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
-                       }
-               }
-       }
-       else
-               for (;j < endj;j++)
-                       if (r_refdef.viewcache.world_surfacevisible[j])
-                               r_surfacelist[numsurfacelist++] = surfaces + j;
        // don't do anything if there were no surfaces
        if (!numsurfacelist)
                return;
-       R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
+       R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
        GL_AlphaTest(false);
 
        // add to stats if desired
-       if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
+       if (r_speeds.integer && !skysurfaces && !depthonly)
        {
                r_refdef.stats.world_surfaces += numsurfacelist;
                for (j = 0;j < numsurfacelist;j++)
@@ -6990,7 +7188,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        }
 }
 
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
 {
        int i, j, endj, f, flagsmask;
        texture_t *t;
@@ -7006,7 +7204,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                r_maxsurfacelist = model->num_surfaces;
                if (r_surfacelist)
                        Mem_Free(r_surfacelist);
-               r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
+               r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
        }
 
        // if the model is static it doesn't matter what value we give for
@@ -7023,7 +7221,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        update = model->brushq1.lightmapupdateflags;
 
        // update light styles
-       if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
+       if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
        {
                model_brush_lightstyleinfo_t *style;
                for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
@@ -7038,8 +7236,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                }
        }
 
-       R_UpdateAllTextureInfo(ent);
-       flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
 
        if (debug)
        {
@@ -7054,23 +7251,21 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        rsurface.rtlight = NULL;
        numsurfacelist = 0;
        // add visible surfaces to draw list
-       j = model->firstmodelsurface;
-       endj = j + model->nummodelsurfaces;
-       for (;j < endj;j++)
-               r_surfacelist[numsurfacelist++] = surfaces + j;
+       for (i = 0;i < model->nummodelsurfaces;i++)
+               r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
        // don't do anything if there were no surfaces
        if (!numsurfacelist)
                return;
        // update lightmaps if needed
        if (update)
-               for (j = model->firstmodelsurface;j < endj;j++)
+               for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
                        if (update[j])
                                R_BuildLightMap(ent, surfaces + j);
-       R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
+       R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
        GL_AlphaTest(false);
 
        // add to stats if desired
-       if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
+       if (r_speeds.integer && !skysurfaces && !depthonly)
        {
                r_refdef.stats.entities++;
                r_refdef.stats.entities_surfaces += numsurfacelist;