]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
static crosshair is now drawn during sbar stage (where it should be), fixes the bug...
[xonotic/darkplaces.git] / gl_rmain.c
index 94cf4e36b94a8056e34c5eb404a8ee80f4da0717..5552b0cb0140034245e448b2e14ef2e81c61b5d0 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,98 +21,118 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-entity_t       r_worldentity;
+// used for dlight push checking and other things
+int r_framecount;
 
-qboolean       r_cache_thrash;         // compatability
+mplane_t frustum[4];
 
-vec3_t         modelorg, r_entorigin;
-entity_t       *currententity;
+matrix4x4_t r_identitymatrix;
 
-int                    r_visframecount;        // bumped when going to a new PVS
-int                    r_framecount;           // used for dlight push checking
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
 
-mplane_t       frustum[4];
+// true during envmap command capture
+qboolean envmap;
 
-int                    c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
+float r_farclip;
 
-qboolean       envmap;                         // true during envmap command capture 
-
-// LordHavoc: moved all code related to particles into r_part.c
-//int                  particletexture;        // little dot for particles
-//int                  playertextures;         // up to 16 color translated skins
-
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
-
-//
 // view origin
-//
-vec3_t vup;
-vec3_t vpn;
-vec3_t vright;
-vec3_t r_origin;
-
-float  r_world_matrix[16];
-float  r_base_world_matrix[16];
+vec3_t r_origin;
+vec3_t vpn;
+vec3_t vright;
+vec3_t vup;
 
 //
 // screen size info
 //
-refdef_t       r_refdef;
-
-mleaf_t                *r_viewleaf, *r_oldviewleaf;
-
-texture_t      *r_notexture_mip;
-
-unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
-
-
-void R_MarkLeaves (void);
+refdef_t r_refdef;
+
+// 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256];
+
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
+cvar_t gl_fogend = {0, "gl_fogend","0"};
+
+cvar_t r_textureunits = {0, "r_textureunits", "32"};
+
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
+{
+       int i;
+       for (i = 0;i < verts;i++)
+       {
+               out[0] = in[0] * r;
+               out[1] = in[1] * g;
+               out[2] = in[2] * b;
+               out[3] = in[3];
+               in += 4;
+               out += 4;
+       }
+}
 
-//cvar_t       r_norefresh = {"r_norefresh","0"};
-cvar_t r_drawentities = {"r_drawentities","1"};
-cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
-cvar_t r_speeds = {"r_speeds","0"};
-cvar_t r_speeds2 = {"r_speeds2","0"};
-cvar_t r_fullbright = {"r_fullbright","0"};
-//cvar_t       r_lightmap = {"r_lightmap","0"};
-cvar_t r_shadows = {"r_shadows","0"};
-cvar_t r_wateralpha = {"r_wateralpha","1"};
-cvar_t r_dynamic = {"r_dynamic","1"};
-cvar_t r_novis = {"r_novis","0"};
-cvar_t r_waterripple = {"r_waterripple","0"};
-cvar_t r_fullbrights = {"r_fullbrights", "1"};
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
+{
+       int i;
+       for (i = 0;i < verts;i++)
+       {
+               out[0] = r;
+               out[1] = g;
+               out[2] = b;
+               out[3] = a;
+               out += 4;
+       }
+}
 
-cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
-//cvar_t       r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
-cvar_t r_farclip = {"r_farclip", "6144"};
+/*
+====================
+R_TimeRefresh_f
 
-cvar_t gl_fogenable = {"gl_fogenable", "0"};
-cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {"gl_fogred","0.3"};
-cvar_t gl_foggreen = {"gl_foggreen","0.3"};
-cvar_t gl_fogblue = {"gl_fogblue","0.3"};
-cvar_t gl_fogstart = {"gl_fogstart", "0"};
-cvar_t gl_fogend = {"gl_fogend","0"};
-cvar_t glfog = {"glfog", "0"};
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+       int i;
+       float start, stop, time;
 
-extern qboolean isRagePro;
+       intimerefresh = 1;
+       start = Sys_DoubleTime ();
+       for (i = 0;i < 128;i++)
+       {
+               r_refdef.viewangles[0] = 0;
+               r_refdef.viewangles[1] = i/128.0*360.0;
+               r_refdef.viewangles[2] = 0;
+               CL_UpdateScreen();
+       }
 
-qboolean lighthalf;
+       stop = Sys_DoubleTime ();
+       intimerefresh = 0;
+       time = stop-start;
+       Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
+}
 
 vec3_t fogcolor;
 vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void FOG_framebegin()
+void R_SetupFog(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
-//             if (!Nehahrademcompatibility)
-//                     gl_fogenable.value = 0;
-               if (gl_fogenable.value)
+               if (gl_fogenable.integer)
                {
                        oldgl_fogenable = true;
                        fog_density = gl_fogdensity.value;
@@ -129,62 +149,26 @@ void FOG_framebegin()
                        fog_blue = 0;
                }
        }
-       if (glfog.value)
+       if (fog_density)
        {
-               if(fog_density)
-               {
-                       // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
-                       //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
-                       GLfloat colors[4];
-                       colors[0] = fog_red;
-                       colors[1] = fog_green;
-                       colors[2] = fog_blue;
-                       colors[3] = 1;
-                       if (lighthalf)
-                       {
-                               colors[0] *= 0.5f;
-                               colors[1] *= 0.5f;
-                               colors[2] *= 0.5f;
-                       }
-
-                       glFogi (GL_FOG_MODE, GL_EXP2);
-                       glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); 
-                       glFogfv (GL_FOG_COLOR, colors);
-                       glEnable (GL_FOG);
-               }
-               else
-                       glDisable(GL_FOG);
+               fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
+               fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+               fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
        }
-       else
+       if (fog_density)
        {
-               if (fog_density)
-               {
-                       fogenabled = true;
-                       fogdensity = -4000.0f / (fog_density * fog_density);
-                       fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
-                       fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
-                       fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
-                       if (lighthalf)
-                       {
-                               fogcolor[0] *= 0.5f;
-                               fogcolor[1] *= 0.5f;
-                               fogcolor[2] *= 0.5f;
-                       }
-               }
-               else
-                       fogenabled = false;
+               fogenabled = true;
+               fogdensity = -4000.0f / (fog_density * fog_density);
+               // fog color was already set
        }
+       else
+               fogenabled = false;
 }
 
-void FOG_frameend()
-{
-       if (glfog.value)
-               glDisable(GL_FOG);
-}
-
-void FOG_clear()
+// FIXME: move this to client?
+void FOG_clear(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_Set("gl_fogenable", "0");
                Cvar_Set("gl_fogdensity", "0.2");
@@ -195,314 +179,323 @@ void FOG_clear()
        fog_density = fog_red = fog_green = fog_blue = 0.0f;
 }
 
-void FOG_registercvars()
+// FIXME: move this to client?
+void FOG_registercvars(void)
 {
-       Cvar_RegisterVariable (&glfog);
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
                Cvar_RegisterVariable (&gl_fogdensity);
                Cvar_RegisterVariable (&gl_fogred);
-               Cvar_RegisterVariable (&gl_foggreen); 
+               Cvar_RegisterVariable (&gl_foggreen);
                Cvar_RegisterVariable (&gl_fogblue);
                Cvar_RegisterVariable (&gl_fogstart);
                Cvar_RegisterVariable (&gl_fogend);
        }
 }
 
-void glmain_start()
+void gl_main_start(void)
 {
 }
 
-void glmain_shutdown()
+void gl_main_shutdown(void)
 {
 }
 
-void GL_Main_Init()
+extern void CL_ParseEntityLump(char *entitystring);
+void gl_main_newmap(void)
 {
+       if (cl.worldmodel && cl.worldmodel->entities)
+               CL_ParseEntityLump(cl.worldmodel->entities);
+       r_framecount = 1;
+}
+
+void GL_Main_Init(void)
+{
+       Matrix4x4_CreateIdentity(&r_identitymatrix);
+// FIXME: move this to client?
        FOG_registercvars();
-       Cvar_RegisterVariable (&r_speeds2);
-       Cvar_RegisterVariable (&contrast);
-       Cvar_RegisterVariable (&brightness);
-       Cvar_RegisterVariable (&gl_lightmode);
-//     Cvar_RegisterVariable (&r_dynamicwater);
-//     Cvar_RegisterVariable (&r_dynamicbothsides);
+       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
+       Cvar_RegisterVariable (&r_drawentities);
+       Cvar_RegisterVariable (&r_drawviewmodel);
+       Cvar_RegisterVariable (&r_speeds);
        Cvar_RegisterVariable (&r_fullbrights);
-       if (nehahra)
-               Cvar_SetValue("r_fullbrights", 0);
-//     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-//             gl_lightmode.value = 0;
+       Cvar_RegisterVariable (&r_wateralpha);
+       Cvar_RegisterVariable (&r_dynamic);
        Cvar_RegisterVariable (&r_fullbright);
-       R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+       Cvar_RegisterVariable (&r_textureunits);
+       if (gamemode == GAME_NEHAHRA)
+               Cvar_SetValue("r_fullbrights", 0);
+       R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
-extern void GL_Draw_Init();
-extern void GL_Main_Init();
-extern void GL_Models_Init();
-extern void GL_Poly_Init();
-extern void GL_Surf_Init();
-extern void GL_Screen_Init();
-extern void GL_Misc_Init();
-extern void R_Crosshairs_Init();
-extern void R_Light_Init();
-extern void R_Particles_Init();
-
-void Render_Init()
+vec3_t r_farclip_origin;
+vec3_t r_farclip_direction;
+vec_t r_farclip_directiondist;
+vec_t r_farclip_meshfarclip;
+int r_farclip_directionbit0;
+int r_farclip_directionbit1;
+int r_farclip_directionbit2;
+
+// start a farclip measuring session
+void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
 {
-       R_ShutdownModules();
+       VectorCopy(origin, r_farclip_origin);
+       VectorCopy(direction, r_farclip_direction);
+       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+}
+
+// enlarge farclip to accomodate box
+void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+{
+       float d;
+       d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
+         + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
+         + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
+       if (r_farclip_meshfarclip < d)
+               r_farclip_meshfarclip = d;
+}
+
+// return farclip value
+float R_FarClip_Finish(void)
+{
+       return r_farclip_meshfarclip - r_farclip_directiondist;
+}
+
+/*
+===============
+R_NewMap
+===============
+*/
+void R_NewMap (void)
+{
+       R_Modules_NewMap();
+}
+
+extern void R_Textures_Init(void);
+extern void Mod_RenderInit(void);
+extern void GL_Draw_Init(void);
+extern void GL_Main_Init(void);
+extern void GL_Models_Init(void);
+extern void R_Sky_Init(void);
+extern void GL_Surf_Init(void);
+extern void R_Crosshairs_Init(void);
+extern void R_Light_Init(void);
+extern void R_Particles_Init(void);
+extern void R_Explosion_Init(void);
+extern void ui_init(void);
+extern void gl_backend_init(void);
+extern void Sbar_Init(void);
+
+void Render_Init(void)
+{
+       R_Modules_Shutdown();
+       R_Textures_Init();
+       Mod_RenderInit();
+       gl_backend_init();
+       R_MeshQueue_Init();
        GL_Draw_Init();
        GL_Main_Init();
        GL_Models_Init();
-       GL_Poly_Init();
+       R_Sky_Init();
        GL_Surf_Init();
-       GL_Screen_Init();
-       GL_Misc_Init();
        R_Crosshairs_Init();
        R_Light_Init();
        R_Particles_Init();
-       R_StartModules();
+       R_Explosion_Init();
+       ui_init();
+       Sbar_Init();
+       R_Modules_Start();
 }
 
 /*
-void R_RotateForEntity (entity_t *e)
+===============
+GL_Init
+===============
+*/
+extern char *ENGINE_EXTENSIONS;
+void GL_Init (void)
 {
-       glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
+       VID_CheckExtensions();
 
-       glRotatef (e->angles[1],  0, 0, 1);
-       glRotatef (-e->angles[0],  0, 1, 0);
-       glRotatef (e->angles[2],  1, 0, 0);
+       // LordHavoc: report supported extensions
+       Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
 
-       glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
+       qglCullFace(GL_FRONT);
+       qglEnable(GL_TEXTURE_2D);
 }
-*/
-
-// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
-#define NUMVERTEXNORMALS       162
-
-float  r_avertexnormals[NUMVERTEXNORMALS][3] = {
-#include "anorms.h"
-};
-
-// LordHavoc: moved this shading stuff up because the sprites need shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
-
-float  modelalpha;
-
-extern void R_LightPoint (vec3_t color, vec3_t p);
-extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
 
-/*
-=============================================================
-
-  SPRITE MODELS
-
-=============================================================
-*/
-
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+int R_CullBox(const vec3_t emins, const vec3_t emaxs)
 {
-       msprite_t               *psprite;
-       mspritegroup_t  *pspritegroup;
-       int                             i, j, numframes, frame;
-       float                   *pintervals, fullinterval, targettime, time, jtime, jinterval;
-
-       psprite = currententity->model->cache.data;
-       frame = currententity->frame;
-
-       if ((frame >= psprite->numframes) || (frame < 0))
-       {
-               Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
-               frame = 0;
-       }
-
-       if (psprite->frames[frame].type == SPR_SINGLE)
+       int i;
+       mplane_t *p;
+       for (i = 0;i < 4;i++)
        {
-               if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
+               p = frustum + i;
+               switch(p->signbits)
                {
-                       if (frame != currententity->draw_pose)
-                       {
-                               currententity->draw_lastpose = currententity->draw_pose;
-                               currententity->draw_pose = frame;
-                               currententity->draw_lerpstart = cl.time;
-                               *framelerp = 0;
-                       }
-                       else
-                               *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
-               }
-               else // uninitialized
-               {
-                       currententity->draw_lastmodel = currententity->model;
-                       currententity->draw_lastpose = currententity->draw_pose = frame;
-                       currententity->draw_lerpstart = cl.time;
-                       *framelerp = 0;
+               default:
+               case 0:
+                       if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
+                               return true;
+                       break;
+               case 1:
+                       if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
+                               return true;
+                       break;
+               case 2:
+                       if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
+                               return true;
+                       break;
+               case 3:
+                       if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
+                               return true;
+                       break;
+               case 4:
+                       if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
+                               return true;
+                       break;
+               case 5:
+                       if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
+                               return true;
+                       break;
+               case 6:
+                       if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
+                               return true;
+                       break;
+               case 7:
+                       if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
+                               return true;
+                       break;
                }
-               *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
-               *newframe = psprite->frames[frame].frameptr;
        }
-       else
-       {
-               pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
-               pintervals = pspritegroup->intervals;
-               numframes = pspritegroup->numframes;
-               fullinterval = pintervals[numframes-1];
-
-               time = cl.time + currententity->syncbase;
-
-       // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
-       // are positive, so we don't have to worry about division by 0
-               targettime = time - ((int)(time / fullinterval)) * fullinterval;
+       return false;
+}
 
-               // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
-               //            I instead measure the time of the first frame, hoping it is consistent
-               j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
-               for (i=0 ; i<(numframes-1) ; i++)
+int R_NotCulledBox(const vec3_t emins, const vec3_t emaxs)
+{
+       int i;
+       mplane_t *p;
+       for (i = 0;i < 4;i++)
+       {
+               p = frustum + i;
+               switch(p->signbits)
                {
-                       if (pintervals[i] > targettime)
-                               break;
-                       j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
+               default:
+               case 0:
+                       if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
+                               return false;
+                       break;
+               case 1:
+                       if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
+                               return false;
+                       break;
+               case 2:
+                       if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
+                               return false;
+                       break;
+               case 3:
+                       if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
+                               return false;
+                       break;
+               case 4:
+                       if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
+                               return false;
+                       break;
+               case 5:
+                       if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
+                               return false;
+                       break;
+               case 6:
+                       if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
+                               return false;
+                       break;
+               case 7:
+                       if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
+                               return false;
+                       break;
                }
-               *framelerp = (targettime - jtime) / jinterval;
-
-               *oldframe = pspritegroup->frames[j];
-               *newframe = pspritegroup->frames[i];
        }
+       return true;
 }
 
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
-{
-       // LordHavoc: rewrote this to use the transparent poly system
-       transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha);
-       transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha);
-       transpolyend();
-}
 
-extern qboolean isG200, isRagePro, lighthalf;
-
-/*
-=================
-R_DrawSpriteModel
+//==================================================================================
 
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
+static void R_MarkEntities (void)
 {
-       mspriteframe_t  *oldframe, *newframe;
-       float           *up, *right, lerp, ilerp;
-       vec3_t          v_forward, v_right, v_up, org;
-       msprite_t               *psprite;
-
-       // don't even bother culling, because it's just a single
-       // polygon without a surface cache
-       R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
-       if (lerp < 0) lerp = 0;
-       if (lerp > 1) lerp = 1;
-       if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
-               lerp = 1;
-       ilerp = 1.0 - lerp;
-       psprite = e->model->cache.data;
-
-       if (psprite->type == SPR_ORIENTED)
-       {       // bullet marks on walls
-               AngleVectors (e->angles, v_forward, v_right, v_up);
-               up = v_up;
-               right = v_right;
-               VectorSubtract(e->origin, vpn, org);
-       }
-       else
-       {       // normal sprite
-               up = vup;
-               right = vright;
-               VectorCopy(e->origin, org);
-       }
-       if (e->scale != 1)
-       {
-               VectorScale(up, e->scale, up);
-               VectorScale(right, e->scale, right);
-       }
-
-       if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
-       {
-               shadecolor[0] = e->colormod[0] * 255;
-               shadecolor[1] = e->colormod[1] * 255;
-               shadecolor[2] = e->colormod[2] * 255;
-       }
-       else
-       {
-               R_LightPoint (shadecolor, e->origin);
-               R_DynamicLightPointNoMask(shadecolor, e->origin);
-       }
+       int i;
+       vec3_t v;
+       entity_render_t *ent;
 
-       // LordHavoc: interpolated sprite rendering
-       if (ilerp != 0)
-               GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
-       if (lerp != 0)
-               GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
-}
-
-//==================================================================================
+       ent = &cl_entities[0].render;
+       Matrix4x4_CreateIdentity(&ent->matrix);
+       Matrix4x4_CreateIdentity(&ent->inversematrix);
 
-void R_DrawBrushModel (entity_t *e);
+       if (cl.worldmodel)
+               R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
 
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-// LordHavoc: split so bmodels are rendered before any other objects
-void R_DrawEntitiesOnList1 (void)
-{
-       int             i;
-
-       if (!r_drawentities.value)
+       if (!r_drawentities.integer)
                return;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               if (cl_visedicts[i]->model->type != mod_brush)
+               ent = r_refdef.entities[i];
+               Mod_CheckLoaded(ent->model);
+
+               // move view-relative models to where they should be
+               if (ent->flags & RENDER_VIEWMODEL)
+               {
+                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
+                       ent->flags -= RENDER_VIEWMODEL;
+                       // transform origin
+                       VectorCopy(ent->origin, v);
+                       ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
+                       ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
+                       ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
+                       // adjust angles
+                       VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
+               }
+
+               if (R_CullBox(ent->mins, ent->maxs))
                        continue;
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
 
-               R_DrawBrushModel (currententity);
+               ent->visframe = r_framecount;
+               VectorCopy(ent->angles, v);
+               if (!ent->model || ent->model->type != mod_brush)
+                       v[0] = -v[0];
+               Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
+               Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+               R_LerpAnimation(ent);
+               R_UpdateEntLights(ent);
+               R_FarClip_Box(ent->mins, ent->maxs);
        }
 }
 
-void R_DrawEntitiesOnList2 (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBrushModelsSky (void)
 {
-       int             i;
+       int i, sky;
+       entity_render_t *ent;
 
-       if (!r_drawentities.value)
-               return;
+       if (!r_drawentities.integer)
+               return false;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       sky = false;
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
-
-               switch (currententity->model->type)
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
                {
-               case mod_alias:
-                       R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
-                       break;
-
-               case mod_sprite:
-                       R_DrawSpriteModel (currententity);
-                       break;
-
-               default:
-                       break;
+                       ent->model->DrawSky(ent);
+                       sky = true;
                }
        }
+       return sky;
 }
 
 /*
@@ -512,79 +505,87 @@ R_DrawViewModel
 */
 void R_DrawViewModel (void)
 {
-       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
-               return;
+       entity_render_t *ent;
 
-       currententity = &cl.viewent;
-       currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
-       currententity->effects = cl_entities[cl.viewentity].effects;
-       currententity->scale = 1;
-       VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
+       // FIXME: move these checks to client
+       if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
+               return;
 
-       // hack the depth range to prevent view model from poking into walls
-       glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-       R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
-       glDepthRange (gldepthmin, gldepthmax);
+       ent = &cl.viewent.render;
+       Mod_CheckLoaded(ent->model);
+       R_LerpAnimation(ent);
+       Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
+       Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+       R_UpdateEntLights(ent);
+       ent->model->Draw(ent);
 }
 
-void R_DrawBrushModel (entity_t *e);
-
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
-
-void R_SetFrustum (void)
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels (void)
 {
-       int             i;
-
-       if (r_refdef.fov_x == 90) 
-       {
-               // front side is visible
+       int i;
+       entity_render_t *ent;
 
-               VectorAdd (vpn, vright, frustum[0].normal);
-               VectorSubtract (vpn, vright, frustum[1].normal);
+       if (!r_drawentities.integer)
+               return;
 
-               VectorAdd (vpn, vup, frustum[2].normal);
-               VectorSubtract (vpn, vup, frustum[3].normal);
-       }
-       else
+       R_DrawViewModel();
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               // rotate VPN right by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
-               // rotate VPN left by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
-               // rotate VPN up by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
-               // rotate VPN down by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount)
+               {
+                       if (ent->model)
+                       {
+                               if (ent->model->Draw)
+                                       ent->model->Draw(ent);
+                       }
+                       else
+                               R_DrawNoModel(ent);
+               }
        }
+}
 
-       for (i=0 ; i<4 ; i++)
+static void R_SetFrustum (void)
+{
+       int i;
+
+       // LordHavoc: note to all quake engine coders, the special case for 90
+       // degrees assumed a square view (wrong), so I removed it, Quake2 has it
+       // disabled as well.
+       // rotate VPN right by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
+       // rotate VPN left by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+       // rotate VPN up by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+       // rotate VPN down by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
+
+       for (i = 0;i < 4;i++)
        {
                frustum[i].type = PLANE_ANYZ;
                frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-//             frustum[i].signbits = SignbitsForPlane (&frustum[i]);
-               BoxOnPlaneSideClassify(&frustum[i]);
+               PlaneClassify(&frustum[i]);
        }
 }
 
-void R_AnimateLight (void);
-void V_CalcBlend (void);
-
 /*
 ===============
 R_SetupFrame
 ===============
 */
-void R_SetupFrame (void)
+static void R_SetupFrame (void)
 {
 // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
        {
-               Cvar_Set ("r_fullbright", "0");
-               Cvar_Set ("r_ambient", "0");
+               if (r_fullbright.integer != 0)
+                       Cvar_Set ("r_fullbright", "0");
+               if (r_ambient.value != 0)
+                       Cvar_Set ("r_ambient", "0");
        }
 
-       R_AnimateLight ();
-
        r_framecount++;
 
 // build the transformation matrix for the given view angles
@@ -592,280 +593,265 @@ void R_SetupFrame (void)
 
        AngleVectors (r_refdef.viewangles, vpn, vright, vup);
 
-// current viewleaf
-       r_oldviewleaf = r_viewleaf;
-       r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
-
-       V_SetContentsColor (r_viewleaf->contents);
-       V_CalcBlend ();
-
-       r_cache_thrash = false;
-
-       c_brush_polys = 0;
-       c_alias_polys = 0;
-       c_light_polys = 0;
-       c_nodes = 0;
-       c_leafs = 0;
-
+       R_AnimateLight ();
 }
 
 
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+static void R_BlendView(void)
 {
-   GLdouble xmin, xmax, ymin, ymax;
+       rmeshstate_t m;
+       float r;
 
-   ymax = zNear * tan( fovy * M_PI / 360.0 );
-   ymin = -ymax;
-
-   xmin = ymin * aspect;
-   xmax = ymax * aspect;
+       if (r_refdef.viewblend[3] < 0.01f)
+               return;
 
-   glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.depthdisable = true; // magic
+       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_State(&m);
+
+       varray_color[0] = varray_color[4] = varray_color[8] = r_refdef.viewblend[0];
+       varray_color[1] = varray_color[5] = varray_color[9] = r_refdef.viewblend[1];
+       varray_color[2] = varray_color[6] = varray_color[10] = r_refdef.viewblend[2];
+       varray_color[3] = varray_color[7] = varray_color[11] = r_refdef.viewblend[3];
+       r = 64000;
+       varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+       varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+       varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+       r *= 3;
+       varray_vertex[4] = varray_vertex[0] + vup[0] * r;
+       varray_vertex[5] = varray_vertex[1] + vup[1] * r;
+       varray_vertex[6] = varray_vertex[2] + vup[2] * r;
+       varray_vertex[8] = varray_vertex[0] + vright[0] * r;
+       varray_vertex[9] = varray_vertex[1] + vright[1] * r;
+       varray_vertex[10] = varray_vertex[2] + vright[2] * r;
+       R_Mesh_Draw(3, 1, polygonelements);
 }
 
-
-extern char skyname[];
-
 /*
-=============
-R_SetupGL
-=============
-*/
-void R_SetupGL (void)
-{
-       float   screenaspect;
-       extern  int glwidth, glheight;
-       int             x, x2, y2, y, w, h;
-
-       //
-       // set up viewpoint
-       //
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       x = r_refdef.vrect.x * glwidth/vid.width;
-       x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
-       y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
-       y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
-
-       // fudge around because of frac screen scale
-       if (x > 0)
-               x--;
-       if (x2 < glwidth)
-               x2++;
-       if (y2 < 0)
-               y2--;
-       if (y < glheight)
-               y++;
-
-       w = x2 - x;
-       h = y - y2;
-
-       if (envmap)
-       {
-               x = y2 = 0;
-               w = h = 256;
-       }
-
-       glViewport (glx + x, gly + y2, w, h);
-    screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
-//     yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
-//     if (skyname[0]) // skybox enabled?
-//             MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
-//     else
-               MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
-
-       glCullFace(GL_FRONT);
-
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-
-    glRotatef (-90,  1, 0, 0);     // put Z going up
-    glRotatef (90,  0, 0, 1);      // put Z going up
-    glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
-    glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
-    glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
-    glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
-
-       glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
-       //
-       // set drawing parms
-       //
-//     if (gl_cull.value)
-               glEnable(GL_CULL_FACE);
-//     else
-//             glDisable(GL_CULL_FACE);
-
-       glEnable(GL_BLEND); // was Disable
-       glDisable(GL_ALPHA_TEST);
-       glAlphaFunc(GL_GREATER, 0.5);
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
-       glShadeModel(GL_SMOOTH);
-}
-
-void R_DrawWorld (void);
-//void R_RenderDlights (void);
-void R_DrawParticles (void);
+================
+R_RenderView
 
-/*
-=============
-R_Clear
-=============
+r_refdef must be set before the first call
+================
 */
-void R_Clear (void)
+void R_RenderView (void)
 {
-//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-       gldepthmin = 0;
-       gldepthmax = 1;
-       glDepthFunc (GL_LEQUAL);
+       entity_render_t *world;
+       if (!r_refdef.entities/* || !cl.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       glDepthRange (gldepthmin, gldepthmax);
-}
+       world = &cl_entities[0].render;
 
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
-{
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       glBlendFunc (GL_DST_COLOR, GL_ONE);
-       glBegin (GL_TRIANGLES);
-       glColor3f (1, 1, 1);
-       glVertex2f (-5000, -5000);
-       glVertex2f (10000, -5000);
-       glVertex2f (-5000, 10000);
-       glEnd ();
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-       glEnable (GL_DEPTH_TEST);
-       glEnable (GL_CULL_FACE);
-}
+       // FIXME: move to client
+       R_MoveExplosions();
+       R_TimeReport("mexplosion");
 
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
+       R_Textures_Frame();
+       R_SetupFrame();
+       R_SetFrustum();
+       R_SetupFog();
+       R_SkyStartFrame();
+       R_BuildLightList();
+       R_TimeReport("setup");
 
-void GL_BlendView()
-{
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       if (lighthalf)
-       {
-               glBlendFunc (GL_DST_COLOR, GL_ONE);
-               glBegin (GL_TRIANGLES);
-               glColor3f (1, 1, 1);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
-       }
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       contrast.value = bound(0.2, contrast.value, 1.0);
-       if (/*gl_polyblend.value && */v_blend[3])
-       {
-               glBegin (GL_TRIANGLES);
-               glColor4fv (v_blend);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
-       }
+       R_FarClip_Start(r_origin, vpn, 768.0f);
+       R_MarkEntities();
+       r_farclip = R_FarClip_Finish() + 256.0f;
+       R_TimeReport("markentity");
 
-       glEnable (GL_CULL_FACE);
-       glEnable (GL_DEPTH_TEST);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-}
+       GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+       GL_SetupView_Mode_Perspective((double) r_refdef.height / r_refdef.width, r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
+       GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
+       GL_DepthFunc(GL_LEQUAL);
+       
+       R_Mesh_Start();
+       R_MeshQueue_BeginScene();
 
-#define TIMEREPORT(DESC) \
-       if (r_speeds2.value)\
-       {\
-               temptime = -currtime;\
-               currtime = Sys_FloatTime();\
-               temptime += currtime;\
-               Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
-       }
+       if (R_DrawBrushModelsSky())
+               R_TimeReport("bmodelsky");
 
-/*
-================
-R_RenderView
-
-r_refdef must be set before the first call
-================
-*/
-extern qboolean intimerefresh;
-extern qboolean skyisvisible;
-extern void R_Sky();
-extern void UploadLightmaps();
-void R_RenderView (void)
-{
-//     double currtime, temptime;
-//     if (r_norefresh.value)
-//             return;
+       // must occur early because it can draw sky
+       R_DrawWorld(world);
+       R_TimeReport("world");
 
-       if (!r_worldentity.model || !cl.worldmodel)
-               Sys_Error ("R_RenderView: NULL worldmodel");
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
 
-       lighthalf = gl_lightmode.value;
+       R_DrawModels();
+       R_TimeReport("models");
 
-       FOG_framebegin();
+       R_DrawParticles();
+       R_TimeReport("particles");
 
-//     if (r_speeds2.value)
-//     {
-//             currtime = Sys_FloatTime();
-//             Con_Printf("render time: ");
-//     }
-       R_Clear();
-//     TIMEREPORT("R_Clear")
+       R_DrawExplosions();
+       R_TimeReport("explosions");
 
-       // render normal view
+       R_MeshQueue_RenderTransparent();
+       R_TimeReport("drawtrans");
 
-       R_SetupFrame ();
-       R_SetFrustum ();
-       R_SetupGL ();
+       R_DrawCoronas();
+       R_TimeReport("coronas");
 
-       skypolyclear();
-       wallpolyclear();
-       transpolyclear();
-       skyisvisible = false;
+       R_DrawWorldCrosshair();
+       R_TimeReport("crosshair");
 
-       R_MarkLeaves ();        // done here so we know if we're in water
-       R_DrawWorld ();         // adds static entities to the list
-       if (!intimerefresh)
-               S_ExtraUpdate ();       // don't let sound get messed up if going slow
-       R_DrawEntitiesOnList1 (); // BSP models
+       R_BlendView();
+       R_TimeReport("blendview");
 
-       skypolyrender(); // fogged sky polys, affects depth
-       if (skyname[0] && skyisvisible && !fogenabled)
-               R_Sky(); // does not affect depth, draws over the sky polys
+       R_MeshQueue_Render();
+       R_MeshQueue_EndScene();
+       R_Mesh_Finish();
+       R_TimeReport("meshfinish");
+}
 
-       UploadLightmaps();
-       wallpolyrender();
+/*
+void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+{
+       int i;
+       float *v, *c, f1, f2, diff[3];
+       rmeshstate_t m;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_State(&m);
+
+       varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
+       varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
+       varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
+       varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
+       varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
+       varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
+       varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
+       varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
+       varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = varray_color[16] = varray_color[20] = varray_color[24] = varray_color[28] = cr * r_colorscale;
+       varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = varray_color[17] = varray_color[21] = varray_color[25] = varray_color[29] = cg * r_colorscale;
+       varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = varray_color[18] = varray_color[22] = varray_color[26] = varray_color[30] = cb * r_colorscale;
+       varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = varray_color[19] = varray_color[23] = varray_color[27] = varray_color[31] = ca;
+       if (fogenabled)
+       {
+               for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
+               {
+                       VectorSubtract(v, r_origin, diff);
+                       f2 = exp(fogdensity/DotProduct(diff, diff));
+                       f1 = 1 - f2;
+                       f2 *= r_colorscale;
+                       c[0] = c[0] * f1 + fogcolor[0] * f2;
+                       c[1] = c[1] * f1 + fogcolor[1] * f2;
+                       c[2] = c[2] * f1 + fogcolor[2] * f2;
+               }
+       }
+       R_Mesh_Draw(8, 12);
+}
+*/
 
-       R_DrawEntitiesOnList2 (); // other models
-//     R_RenderDlights ();
-       R_DrawViewModel ();
-       R_DrawParticles ();
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       int i, element[24];
+       float f1, f2, *c, diff[3];
+       rmeshstate_t m;
+       memset(&m, 0, sizeof(m));
+       if (ent->flags & EF_ADDITIVE)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (ent->alpha < 1)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       R_Mesh_Matrix(&ent->matrix);
+       R_Mesh_State(&m);
+
+       element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
+       element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
+       element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
+       element[ 9] = 5;element[10] = 3;element[11] = 1;
+       element[12] = 0;element[13] = 2;element[14] = 4;
+       element[15] = 2;element[16] = 1;element[17] = 4;
+       element[18] = 3;element[19] = 0;element[20] = 4;
+       element[21] = 1;element[22] = 3;element[23] = 4;
+       varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
+       varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
+       varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
+       varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
+       varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
+       varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
+       varray_color[ 0] = 0.00f;varray_color[ 1] = 0.00f;varray_color[ 2] = 0.50f;varray_color[ 3] = ent->alpha;
+       varray_color[ 4] = 0.00f;varray_color[ 5] = 0.00f;varray_color[ 6] = 0.50f;varray_color[ 7] = ent->alpha;
+       varray_color[ 8] = 0.00f;varray_color[ 9] = 0.50f;varray_color[10] = 0.00f;varray_color[11] = ent->alpha;
+       varray_color[12] = 0.00f;varray_color[13] = 0.50f;varray_color[14] = 0.00f;varray_color[15] = ent->alpha;
+       varray_color[16] = 0.50f;varray_color[17] = 0.00f;varray_color[18] = 0.00f;varray_color[19] = ent->alpha;
+       varray_color[20] = 0.50f;varray_color[21] = 0.00f;varray_color[22] = 0.00f;varray_color[23] = ent->alpha;
+       if (fogenabled)
+       {
+               VectorSubtract(ent->origin, r_origin, diff);
+               f2 = exp(fogdensity/DotProduct(diff, diff));
+               f1 = 1 - f2;
+               for (i = 0, c = varray_color;i < 6;i++, c += 4)
+               {
+                       c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
+                       c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
+                       c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
+               }
+       }
+       else
+       {
+               for (i = 0, c = varray_color;i < 6;i++, c += 4)
+               {
+                       c[0] *= r_colorscale;
+                       c[1] *= r_colorscale;
+                       c[2] *= r_colorscale;
+               }
+       }
+       R_Mesh_Draw(6, 8, element);
+}
 
-       transpolyrender();
+void R_DrawNoModel(entity_render_t *ent)
+{
+       //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
+               R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+       //else
+       //      R_DrawNoModelCallback(ent, 0);
+}
 
-       FOG_frameend();
-       GL_BlendView();
-//     if (r_speeds2.value)
-//             Con_Printf("\n");
+void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
+{
+       vec3_t right1, right2, diff, normal;
+
+       VectorSubtract (org2, org1, normal);
+       VectorNormalizeFast (normal);
+
+       // calculate 'right' vector for start
+       VectorSubtract (r_origin, org1, diff);
+       VectorNormalizeFast (diff);
+       CrossProduct (normal, diff, right1);
+
+       // calculate 'right' vector for end
+       VectorSubtract (r_origin, org2, diff);
+       VectorNormalizeFast (diff);
+       CrossProduct (normal, diff, right2);
+
+       vert[ 0] = org1[0] + width * right1[0];
+       vert[ 1] = org1[1] + width * right1[1];
+       vert[ 2] = org1[2] + width * right1[2];
+       vert[ 4] = org1[0] - width * right1[0];
+       vert[ 5] = org1[1] - width * right1[1];
+       vert[ 6] = org1[2] - width * right1[2];
+       vert[ 8] = org2[0] - width * right2[0];
+       vert[ 9] = org2[1] - width * right2[1];
+       vert[10] = org2[2] - width * right2[2];
+       vert[12] = org2[0] + width * right2[0];
+       vert[13] = org2[1] + width * right2[1];
+       vert[14] = org2[2] + width * right2[2];
 }