]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added R_FrameData_Alloc and Store functions (a per-frame heap allocator
[xonotic/darkplaces.git] / gl_rmain.c
index d7ab26391564bece7a92026a1e41aadc73283162..671786c8893d2ab9831143e4f3bcaa8d05fe1bbd 100644 (file)
@@ -30,6 +30,10 @@ rtexturepool_t *r_main_texturepool;
 
 static int r_frame = 0; ///< used only by R_GetCurrentTexture
 
+qboolean r_loadnormalmap;
+qboolean r_loadgloss;
+qboolean r_loadfog;
+
 //
 // screen size info
 //
@@ -50,8 +54,6 @@ cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambi
 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
 
-cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
-
 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
@@ -71,7 +73,8 @@ cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating poly
 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
-cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
+cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
+cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
@@ -102,9 +105,10 @@ cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Ne
 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
 
-cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
+cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
+static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
+static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
 
-cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
@@ -114,7 +118,6 @@ cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1",
 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
-cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
 
 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
@@ -154,6 +157,8 @@ cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "widt
 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 
+cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
+
 extern cvar_t v_glslgamma;
 
 extern qboolean v_flipped_state;
@@ -197,7 +202,7 @@ 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_queries[MAX_OCCLUSION_QUERIES];
 unsigned int r_numqueries;
 unsigned int r_maxqueries;
 
@@ -321,7 +326,7 @@ static void R_BuildNoTexture(void)
                        }
                }
        }
-       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
+       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
 }
 
 static void R_BuildWhiteCube(void)
@@ -1717,7 +1722,7 @@ typedef struct r_glsl_permutation_s
 }
 r_glsl_permutation_t;
 
-#define SHADERPERMUTATION_HASHSIZE 4096
+#define SHADERPERMUTATION_HASHSIZE 256
 
 /// information about each possible shader permutation
 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
@@ -1872,7 +1877,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
                p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
                p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
-               p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");  
+               p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
                p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
                p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
                p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
@@ -2022,10 +2027,10 @@ void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
                                }
                                if (i >= SHADERPERMUTATION_COUNT)
                                {
-                                       Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
-                                       Cvar_SetValueQuick(&r_glsl, 0);
-                                       R_GLSL_Restart_f(); // unload shaders
-                                       return; // no bit left to clear
+                                       Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
+                                       r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
+                                       qglUseProgramObjectARB(0);CHECKGLERROR
+                                       return; // no bit left to clear, entire mode is broken
                                }
                        }
                }
@@ -2036,63 +2041,56 @@ void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
 
 void R_SetupGenericShader(qboolean usetexture)
 {
-       if (gl_support_fragment_shader)
+       switch(vid.renderpath)
        {
-               if (r_glsl.integer && r_glsl_usegeneric.integer)
-                       R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
-               else if (r_glsl_permutation)
-               {
-                       r_glsl_permutation = NULL;
-                       qglUseProgramObjectARB(0);CHECKGLERROR
-               }
+       case RENDERPATH_GL20:
+               R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               break;
        }
 }
 
 void R_SetupGenericTwoTextureShader(int texturemode)
 {
-       if (gl_support_fragment_shader)
+       switch (vid.renderpath)
        {
-               if (r_glsl.integer && r_glsl_usegeneric.integer)
-                       R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
-               else if (r_glsl_permutation)
-               {
-                       r_glsl_permutation = NULL;
-                       qglUseProgramObjectARB(0);CHECKGLERROR
-               }
-       }
-       if (!r_glsl_permutation)
-       {
-               if (texturemode == GL_DECAL && gl_combine.integer)
-                       texturemode = GL_INTERPOLATE_ARB;
-               R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
+       case RENDERPATH_GL20:
+               R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
+               break;
        }
 }
 
 void R_SetupDepthOrShadowShader(void)
 {
-       if (gl_support_fragment_shader)
+       switch (vid.renderpath)
        {
-               if (r_glsl.integer && r_glsl_usegeneric.integer)
-                       R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
-               else if (r_glsl_permutation)
-               {
-                       r_glsl_permutation = NULL;
-                       qglUseProgramObjectARB(0);CHECKGLERROR
-               }
+       case RENDERPATH_GL20:
+               R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               break;
+       case RENDERPATH_GL13:
+               break;
+       case RENDERPATH_GL11:
+               break;
        }
 }
 
 void R_SetupShowDepthShader(void)
 {
-       if (gl_support_fragment_shader)
+       switch (vid.renderpath)
        {
-               if (r_glsl.integer && r_glsl_usegeneric.integer)
-                       R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
-               else if (r_glsl_permutation)
-               {
-                       r_glsl_permutation = NULL;
-                       qglUseProgramObjectARB(0);CHECKGLERROR
-               }
+       case RENDERPATH_GL20:
+               R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
+               break;
+       case RENDERPATH_GL13:
+               break;
+       case RENDERPATH_GL11:
+               break;
        }
 }
 
@@ -2511,15 +2509,8 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
                skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
        }
 
-skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
 {
-       // FIXME: it should be possible to disable loading various layers using
-       // cvars, to prevent wasted loading time and memory usage if the user does
-       // not want them
-       qboolean loadnormalmap = true;
-       qboolean loadgloss = true;
-       qboolean loadpantsandshirt = true;
-       qboolean loadglow = true;
        int j;
        unsigned char *pixels;
        unsigned char *bumppixels;
@@ -2528,9 +2519,6 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
        int basepixels_height;
        skinframe_t *skinframe;
 
-       if (has_alpha)
-               *has_alpha = false;
-
        if (cls.state == ca_dedicated)
                return NULL;
 
@@ -2560,6 +2548,7 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->hasalpha = false;
 
        basepixels_width = image_width;
        basepixels_height = image_height;
@@ -2568,13 +2557,16 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
        if (textureflags & TEXF_ALPHA)
        {
                for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+               {
                        if (basepixels[j] < 255)
+                       {
+                               skinframe->hasalpha = true;
                                break;
-               if (j < basepixels_width * basepixels_height * 4)
+                       }
+               }
+               if (r_loadfog && skinframe->hasalpha)
                {
                        // has transparent pixels
-                       if (has_alpha)
-                               *has_alpha = true;
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        for (j = 0;j < image_width * image_height * 4;j += 4)
                        {
@@ -2592,7 +2584,7 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
        //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)
+       if (r_loadnormalmap)
        {
                if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
                {
@@ -2619,10 +2611,10 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
        // _luma is supported for tenebrae compatibility
        // (I think it's a very stupid name, but oh well)
        // _glow is the preferred name
-       if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
-       if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
 
        if (basepixels)
                Mem_Free(basepixels);
@@ -2630,25 +2622,6 @@ skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int texturefl
        return skinframe;
 }
 
-skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
-{
-       return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
-}
-
-static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
-{
-       int i;
-       if (!force)
-       {
-               for (i = 0;i < width*height;i++)
-                       if (((unsigned char *)&palette[in[i]])[3] > 0)
-                               break;
-               if (i == width*height)
-                       return NULL;
-       }
-       return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
-}
-
 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
 {
@@ -2673,6 +2646,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
        if (!skindata)
@@ -2681,7 +2655,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        if (developer_loading.integer)
                Con_Printf("loading 32bit skin \"%s\"\n", name);
 
-       if (r_shadow_bumpscale_basetexture.value > 0)
+       if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
        {
                temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
                temp2 = temp1 + width * height * 4;
@@ -2693,9 +2667,14 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        if (textureflags & TEXF_ALPHA)
        {
                for (i = 3;i < width * height * 4;i += 4)
+               {
                        if (skindata[i] < 255)
+                       {
+                               skinframe->hasalpha = true;
                                break;
-               if (i < width * height * 4)
+                       }
+               }
+               if (r_loadfog && skinframe->hasalpha)
                {
                        unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
                        memcpy(fogpixels, skindata, width * height * 4);
@@ -2715,8 +2694,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
 {
        int i;
-       unsigned char *temp1, *temp2;
-       unsigned int *palette;
+       int featuresmask;
        skinframe_t *skinframe;
 
        if (cls.state == ca_dedicated)
@@ -2727,8 +2705,6 @@ 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;
@@ -2738,6 +2714,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
        if (!skindata)
@@ -2746,8 +2723,60 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        if (developer_loading.integer)
                Con_Printf("loading quake skin \"%s\"\n", name);
 
-       if (r_shadow_bumpscale_basetexture.value > 0)
+       // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
+       skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
+       memcpy(skinframe->qpixels, skindata, width*height);
+       skinframe->qwidth = width;
+       skinframe->qheight = height;
+
+       featuresmask = 0;
+       for (i = 0;i < width * height;i++)
+               featuresmask |= palette_featureflags[skindata[i]];
+
+       skinframe->hasalpha = false;
+       skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
+       skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
+       skinframe->qgeneratemerged = true;
+       skinframe->qgeneratebase = skinframe->qhascolormapping;
+       skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
+
+       R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[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;
+}
+
+static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
+{
+       int width;
+       int height;
+       unsigned char *skindata;
+
+       if (!skinframe->qpixels)
+               return;
+
+       if (!skinframe->qhascolormapping)
+               colormapped = false;
+
+       if (colormapped)
+       {
+               if (!skinframe->qgeneratebase)
+                       return;
+       }
+       else
        {
+               if (!skinframe->qgeneratemerged)
+                       return;
+       }
+
+       width = skinframe->qwidth;
+       height = skinframe->qheight;
+       skindata = skinframe->qpixels;
+
+       if (skinframe->qgeneratenmap)
+       {
+               unsigned char *temp1, *temp2;
+               skinframe->qgeneratenmap = false;
                temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
                temp2 = temp1 + width * height * 4;
                // use either a custom palette or the quake palette
@@ -2756,30 +2785,31 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
                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), 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)
+
+       if (skinframe->qgenerateglow)
        {
-               skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
-               skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
+               skinframe->qgenerateglow = false;
+               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
        }
-       if (skinframe->pants || skinframe->shirt)
-               skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
-       if (textureflags & TEXF_ALPHA)
+
+       if (colormapped)
        {
-               for (i = 0;i < width * height;i++)
-                       if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
-                               break;
-               if (i < width * height)
-                       skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
+               skinframe->qgeneratebase = false;
+               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
+               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
+               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
+       }
+       else
+       {
+               skinframe->qgeneratemerged = false;
+               skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
        }
 
-       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;
+       if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
+       {
+               Mem_Free(skinframe->qpixels);
+               skinframe->qpixels = NULL;
+       }
 }
 
 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
@@ -2804,6 +2834,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->hasalpha = false;
 
        // if no data was provided, then clearly the caller wanted to get a blank skinframe
        if (!skindata)
@@ -2812,14 +2843,19 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
        if (developer_loading.integer)
                Con_Printf("loading embedded 8bit image \"%s\"\n", name);
 
-       skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
+       skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
        if (textureflags & TEXF_ALPHA)
        {
                for (i = 0;i < width * height;i++)
-                       if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
+               {
+                       if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
+                       {
+                               skinframe->hasalpha = true;
                                break;
-               if (i < width * height)
-                       skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
+                       }
+               }
+               if (r_loadfog && skinframe->hasalpha)
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
        }
 
        R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
@@ -2845,6 +2881,7 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        skinframe->gloss = NULL;
        skinframe->glow = NULL;
        skinframe->fog = NULL;
+       skinframe->hasalpha = false;
 
        skinframe->avgcolor[0] = rand() / RAND_MAX;
        skinframe->avgcolor[1] = rand() / RAND_MAX;
@@ -2854,8 +2891,90 @@ skinframe_t *R_SkinFrame_LoadMissing(void)
        return skinframe;
 }
 
+void R_Main_FreeViewCache(void)
+{
+       if (r_refdef.viewcache.entityvisible)
+               Mem_Free(r_refdef.viewcache.entityvisible);
+       if (r_refdef.viewcache.world_pvsbits)
+               Mem_Free(r_refdef.viewcache.world_pvsbits);
+       if (r_refdef.viewcache.world_leafvisible)
+               Mem_Free(r_refdef.viewcache.world_leafvisible);
+       if (r_refdef.viewcache.world_surfacevisible)
+               Mem_Free(r_refdef.viewcache.world_surfacevisible);
+       memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
+}
+
+void R_Main_ResizeViewCache(void)
+{
+       int numentities = r_refdef.scene.numentities;
+       int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
+       int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
+       int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
+       int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
+       if (r_refdef.viewcache.maxentities < numentities)
+       {
+               r_refdef.viewcache.maxentities = numentities;
+               if (r_refdef.viewcache.entityvisible)
+                       Mem_Free(r_refdef.viewcache.entityvisible);
+               r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
+       }
+       if (r_refdef.viewcache.world_numclusters != numclusters)
+       {
+               r_refdef.viewcache.world_numclusters = numclusters;
+               r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
+               if (r_refdef.viewcache.world_pvsbits)
+                       Mem_Free(r_refdef.viewcache.world_pvsbits);
+               r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
+       }
+       if (r_refdef.viewcache.world_numleafs != numleafs)
+       {
+               r_refdef.viewcache.world_numleafs = numleafs;
+               if (r_refdef.viewcache.world_leafvisible)
+                       Mem_Free(r_refdef.viewcache.world_leafvisible);
+               r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
+       }
+       if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
+       {
+               r_refdef.viewcache.world_numsurfaces = numsurfaces;
+               if (r_refdef.viewcache.world_surfacevisible)
+                       Mem_Free(r_refdef.viewcache.world_surfacevisible);
+               r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
+       }
+}
+
 void gl_main_start(void)
 {
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+               Cvar_SetValueQuick(&r_textureunits, vid.texunits);
+               Cvar_SetValueQuick(&gl_combine, 1);
+               Cvar_SetValueQuick(&r_glsl, 1);
+               r_loadnormalmap = true;
+               r_loadgloss = true;
+               r_loadfog = false;
+               break;
+       case RENDERPATH_GL13:
+               Cvar_SetValueQuick(&r_textureunits, vid.texunits);
+               Cvar_SetValueQuick(&gl_combine, 1);
+               Cvar_SetValueQuick(&r_glsl, 0);
+               r_loadnormalmap = false;
+               r_loadgloss = false;
+               r_loadfog = true;
+               break;
+       case RENDERPATH_GL11:
+               Cvar_SetValueQuick(&r_textureunits, vid.texunits);
+               Cvar_SetValueQuick(&gl_combine, 0);
+               Cvar_SetValueQuick(&r_glsl, 0);
+               r_loadnormalmap = false;
+               r_loadgloss = false;
+               r_loadfog = true;
+               break;
+       }
+
+       R_AnimCache_Free();
+       R_FrameData_Reset();
+
        r_numqueries = 0;
        r_maxqueries = 0;
        memset(r_queries, 0, sizeof(r_queries));
@@ -2871,7 +2990,7 @@ void gl_main_start(void)
        r_main_texturepool = R_AllocTexturePool();
        R_BuildBlankTextures();
        R_BuildNoTexture();
-       if (gl_texturecubemap)
+       if (vid.support.arb_texture_cube_map)
        {
                R_BuildWhiteCube();
                R_BuildNormalizationCube();
@@ -2891,6 +3010,11 @@ void gl_main_start(void)
 extern rtexture_t *loadingscreentexture;
 void gl_main_shutdown(void)
 {
+       R_AnimCache_Free();
+       R_FrameData_Reset();
+
+       R_Main_FreeViewCache();
+
        if (r_maxqueries)
                qglDeleteQueriesARB(r_maxqueries, r_queries);
 
@@ -2951,6 +3075,9 @@ void gl_main_newmap(void)
                if (cl.worldmodel->brush.entities)
                        CL_ParseEntityLump(cl.worldmodel->brush.entities);
        }
+       R_Main_FreeViewCache();
+
+       R_FrameData_Reset();
 }
 
 void GL_Main_Init(void)
@@ -2983,7 +3110,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_equalize_entities_minambient);
        Cvar_RegisterVariable(&r_equalize_entities_by);
        Cvar_RegisterVariable(&r_equalize_entities_to);
-       Cvar_RegisterVariable(&r_animcache);
        Cvar_RegisterVariable(&r_depthfirst);
        Cvar_RegisterVariable(&r_useinfinitefarclip);
        Cvar_RegisterVariable(&r_farclip_base);
@@ -3003,6 +3129,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_cullentities_trace);
        Cvar_RegisterVariable(&r_cullentities_trace_samples);
+       Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
        Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
        Cvar_RegisterVariable(&r_cullentities_trace_delay);
        Cvar_RegisterVariable(&r_drawviewmodel);
@@ -3025,6 +3152,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_fog_exp2);
        Cvar_RegisterVariable(&r_drawfog);
        Cvar_RegisterVariable(&r_textureunits);
+       Cvar_RegisterVariable(&gl_combine);
        Cvar_RegisterVariable(&r_glsl);
        Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
@@ -3035,7 +3163,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
-       Cvar_RegisterVariable(&r_glsl_usegeneric);
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
        Cvar_RegisterVariable(&r_water_clippingplanebias);
@@ -3062,6 +3189,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_test);
        Cvar_RegisterVariable(&r_batchmode);
        Cvar_RegisterVariable(&r_glsl_saturation);
+       Cvar_RegisterVariable(&r_framedatasize);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
@@ -3235,6 +3363,69 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 //==================================================================================
 
+// LordHavoc: this stores temporary data used within the same frame
+
+qboolean r_framedata_failed;
+static size_t r_framedata_size;
+static size_t r_framedata_current;
+static void *r_framedata_base;
+
+void R_FrameData_Reset(void)
+{
+       if (r_framedata_base);
+               Mem_Free(r_framedata_base);
+       r_framedata_base = NULL;
+       r_framedata_size = 0;
+       r_framedata_current = 0;
+}
+
+void R_FrameData_NewFrame(void)
+{
+       size_t wantedsize;
+       if (r_framedata_failed)
+               Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value * 1.25f);
+       wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
+       wantedsize = bound(65536, wantedsize, 128*1024*1024);
+       if (r_framedata_size < wantedsize)
+       {
+               r_framedata_size = wantedsize;
+               if (!r_framedata_base)
+                       r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
+       }
+       r_framedata_current = 0;
+       r_framedata_failed = false;
+}
+
+void *R_FrameData_Alloc(size_t size)
+{
+       void *data;
+
+       // align to 16 byte boundary
+       size = (size + 15) & ~15;
+       data = r_framedata_base + r_framedata_current;
+       r_framedata_current += size;
+
+       // check overflow
+       if (r_framedata_current > r_framedata_size)
+               r_framedata_failed = true;
+
+       // return NULL on everything after a failure
+       if (r_framedata_failed)
+               return NULL;
+
+       return data;
+}
+
+void *R_FrameData_Store(size_t size, void *data)
+{
+       void *d = R_FrameData_Alloc(size);
+       if (d)
+               memcpy(d, data, size);
+       return d;
+}
+
+//==================================================================================
+
 // LordHavoc: animcache written by Echon, refactored and reformatted by me
 
 /**
@@ -3249,15 +3440,12 @@ typedef struct r_animcache_entity_s
        float *normal3f;
        float *svector3f;
        float *tvector3f;
-       int maxvertices;
-       qboolean wantnormals;
-       qboolean wanttangents;
 }
 r_animcache_entity_t;
 
 typedef struct r_animcache_s
 {
-       r_animcache_entity_t entity[MAX_EDICTS*2];
+       r_animcache_entity_t entity[MAX_EDICTS];
        int maxindex;
        int currentindex;
 }
@@ -3267,115 +3455,108 @@ static r_animcache_t r_animcachestate;
 
 void R_AnimCache_Free(void)
 {
-       int idx;
-       for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
-       {
-               r_animcachestate.entity[idx].maxvertices = 0;
-               Mem_Free(r_animcachestate.entity[idx].vertex3f);
-               r_animcachestate.entity[idx].vertex3f = NULL;
-               r_animcachestate.entity[idx].normal3f = NULL;
-               r_animcachestate.entity[idx].svector3f = NULL;
-               r_animcachestate.entity[idx].tvector3f = NULL;
-       }
-       r_animcachestate.currentindex = 0;
-       r_animcachestate.maxindex = 0;
+       memset(&r_animcachestate, 0, sizeof(r_animcachestate));
 }
 
-void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
-{
-       int arraySize;
-       float *base;
-       r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
-
-       if (cache->maxvertices >= numvertices)
-               return;
-
-       // Release existing memory
-       if (cache->vertex3f)
-               Mem_Free(cache->vertex3f);
-
-       // Pad by 1024 verts
-       cache->maxvertices = (numvertices + 1023) & ~1023;
-       arraySize = cache->maxvertices * 3;
-
-       // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
-       base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
-       r_animcachestate.entity[cacheIdx].vertex3f = base;
-       r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
-       r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
-       r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
-
-//     Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
-}
-
-void R_AnimCache_NewFrame(void)
+void R_AnimCache_ClearCache(void)
 {
        int i;
+       entity_render_t *ent;
 
-       if (r_animcache.integer && r_drawentities.integer)
-               r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
-       else if (r_animcachestate.maxindex)
-               R_AnimCache_Free();
-
+       r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
        r_animcachestate.currentindex = 0;
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
-               r_refdef.scene.entities[i]->animcacheindex = -1;
+       {
+               ent = r_refdef.scene.entities[i];
+               ent->animcacheindex = -1;
+       }
 }
 
 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
        dp_model_t *model = ent->model;
        r_animcache_entity_t *c;
+       int numvertices;
        // see if it's already cached this frame
        if (ent->animcacheindex >= 0)
        {
                // add normals/tangents if needed
-               c = r_animcachestate.entity + ent->animcacheindex;
-               if (c->wantnormals)
-                       wantnormals = false;
-               if (c->wanttangents)
-                       wanttangents = false;
                if (wantnormals || wanttangents)
-                       model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
+               {
+                       c = r_animcachestate.entity + ent->animcacheindex;
+                       if (c->normal3f)
+                               wantnormals = false;
+                       if (c->svector3f)
+                               wanttangents = false;
+                       if (wantnormals || wanttangents)
+                       {
+                               numvertices = model->surfmesh.num_vertices;
+                               if (wantnormals)
+                                       c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                               if (wanttangents)
+                               {
+                                       c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                                       c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                               }
+                               if (!r_framedata_failed)
+                                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
+                       }
+               }
        }
        else
        {
                // see if this ent is worth caching
                if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
                        return false;
-               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
+               if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
                        return false;
-               // assign it a cache entry and make sure the arrays are big enough
-               R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
+               // assign it a cache entry and get some temp memory
                ent->animcacheindex = r_animcachestate.currentindex++;
                c = r_animcachestate.entity + ent->animcacheindex;
-               c->wantnormals = wantnormals;
-               c->wanttangents = wanttangents;
-               model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
+               numvertices = model->surfmesh.num_vertices;
+               memset(c, 0, sizeof(*c));
+               c->vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+               if (wantnormals)
+                       c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+               if (wanttangents)
+               {
+                       c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+                       c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
+               }
+               if (!r_framedata_failed)
+                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, c->normal3f, c->svector3f, c->tvector3f);
        }
-       return true;
+       return !r_framedata_failed;
 }
 
 void R_AnimCache_CacheVisibleEntities(void)
 {
        int i;
-       qboolean wantnormals;
-       qboolean wanttangents;
-
-       if (!r_animcachestate.maxindex)
-               return;
+       entity_render_t *ent;
+       qboolean wantnormals = !r_showsurfaces.integer;
+       qboolean wanttangents = !r_showsurfaces.integer;
 
-       wantnormals = !r_showsurfaces.integer;
-       wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               wanttangents = false;
+               break;
+       }
 
-       // TODO: thread this?
+       // TODO: thread this
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
                if (!r_refdef.viewcache.entityvisible[i])
                        continue;
-               R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
+               ent = r_refdef.scene.entities[i];
+               if (ent->animcacheindex >= 0)
+                       continue;
+               R_AnimCache_GetEntity(ent, wantnormals, wanttangents);
        }
 }
 
@@ -3477,7 +3658,7 @@ static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t en
        vec3_t start;
        vec3_t end;
        dp_model_t *model = r_refdef.scene.worldmodel;
-       
+
        if (!model || !model->brush.TraceLineOfSight)
                return true;
 
@@ -3509,7 +3690,9 @@ static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t en
 
 static void R_View_UpdateEntityVisible (void)
 {
-       int i, renderimask;
+       int i;
+       int renderimask;
+       int samples;
        entity_render_t *ent;
 
        if (!r_drawentities.integer)
@@ -3535,7 +3718,10 @@ static void R_View_UpdateEntityVisible (void)
                                ent = r_refdef.scene.entities[i];
                                if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
                                {
-                                       if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
+                                       samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
+                                       if (samples < 0)
+                                               continue; // temp entities do pvs only
+                                       if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
                                                ent->last_trace_visibility = realtime;
                                        if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
                                                r_refdef.viewcache.entityvisible[i] = 0;
@@ -3653,28 +3839,6 @@ static void R_DrawModelsAddWaterPlanes(void)
        }
 }
 
-static void R_DrawModelDecals_Entity(entity_render_t *ent);
-static void R_DrawModelDecals(void)
-{
-       int i;
-       entity_render_t *ent;
-
-       R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
-
-       if (!r_drawentities.integer || r_showsurfaces.integer)
-               return;
-
-       for (i = 0;i < r_refdef.scene.numentities;i++)
-       {
-               if (!r_refdef.viewcache.entityvisible[i])
-                       continue;
-               ent = r_refdef.scene.entities[i];
-               r_refdef.stats.entities++;
-               if (ent->decalsystem.numdecals)
-                       R_DrawModelDecals_Entity(ent);
-       }
-}
-
 static void R_View_SetFrustum(void)
 {
        int i;
@@ -3832,6 +3996,7 @@ static void R_View_SetFrustum(void)
 
 void R_View_Update(void)
 {
+       R_Main_ResizeViewCache();
        R_View_SetFrustum();
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
@@ -3858,7 +4023,7 @@ void R_SetupView(qboolean allowwaterclippingplane)
 
        if (!r_refdef.view.useperspective)
                R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
-       else if (gl_stencil && r_useinfinitefarclip.integer)
+       else if (vid.stencil && r_useinfinitefarclip.integer)
                R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
        else
                R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
@@ -3931,6 +4096,18 @@ static void R_Water_StartFrame(void)
        int waterwidth, waterheight, texturewidth, textureheight;
        r_waterstate_waterplane_t *p;
 
+       if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
+               return;
+
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               return;
+       }
+
        // set waterwidth and waterheight to the water resolution that will be
        // used (often less than the screen resolution for faster rendering)
        waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
@@ -3938,9 +4115,9 @@ static void R_Water_StartFrame(void)
 
        // calculate desired texture sizes
        // can't use water if the card does not support the texture size
-       if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
+       if (!r_water.integer || r_showsurfaces.integer)
                texturewidth = textureheight = waterwidth = waterheight = 0;
-       else if (gl_support_arb_texture_non_power_of_two)
+       else if (vid.support.arb_texture_non_power_of_two)
        {
                texturewidth = waterwidth;
                textureheight = waterheight;
@@ -4164,16 +4341,25 @@ void R_Bloom_StartFrame(void)
 {
        int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
 
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL20:
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               return;
+       }
+
        // set bloomwidth and bloomheight to the bloom resolution that will be
        // used (often less than the screen resolution for faster rendering)
        r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
        r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
        r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
-       r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
-       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
+       r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
+       r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
 
        // calculate desired texture sizes
-       if (gl_support_arb_texture_non_power_of_two)
+       if (vid.support.arb_texture_non_power_of_two)
        {
                screentexturewidth = r_refdef.view.width;
                screentextureheight = r_refdef.view.height;
@@ -4188,7 +4374,7 @@ void R_Bloom_StartFrame(void)
                for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
        }
 
-       if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
+       if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
        {
                Cvar_SetValueQuick(&r_hdr, 0);
                Cvar_SetValueQuick(&r_bloom, 0);
@@ -4196,7 +4382,7 @@ void R_Bloom_StartFrame(void)
                Cvar_SetValueQuick(&r_damageblur, 0);
        }
 
-       if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
+       if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
                screentexturewidth = screentextureheight = 0;
        if (!r_hdr.integer && !r_bloom.integer)
                bloomtexturewidth = bloomtextureheight = 0;
@@ -4383,7 +4569,7 @@ void R_Bloom_MakeTexture(void)
 
        // apply subtract last
        // (just like it would be in a GLSL shader)
-       if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
+       if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
        {
                GL_BlendFunc(GL_ONE, GL_ZERO);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
@@ -4466,72 +4652,77 @@ void R_HDR_RenderBloomTexture(void)
 
 static void R_BlendView(void)
 {
-       if (r_bloomstate.texture_screen)
-       {
-               // make sure the buffer is available
-               if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
-
-               R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
-               GL_ActiveTexture(0);CHECKGLERROR
-
-               if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
-               {  
-                       // declare variables
-                       float speed;
-                       static float avgspeed;
-
-                       speed = VectorLength(cl.movement_velocity);
-
-                       cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
-                       avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
-
-                       speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
-                       speed = bound(0, speed, 1);
-                       speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
-
-                       // calculate values into a standard alpha
-                       cl.motionbluralpha = 1 - exp(-
-                                       (
-                                        (r_motionblur.value * speed / 80)
-                                        +
-                                        (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
-                                       )
-                                       /
-                                       max(0.0001, cl.time - cl.oldtime) // fps independent
-                                  );
-
-                       cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
-                       cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
-                       // apply the blur
-                       if (cl.motionbluralpha > 0)
-                       {
-                               R_SetupGenericShader(true);
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                               GL_Color(1, 1, 1, cl.motionbluralpha);
-                               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
-                               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
-                               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
-                               r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
-                       }
-               }
-
-               // copy view into the screen texture
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
-               r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
-       }
+       unsigned int permutation;
 
-       if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
+       switch (vid.renderpath)
        {
-               unsigned int permutation =
+       case RENDERPATH_GL20:
+               permutation =
                          (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
                        | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
                        | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
                        | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
                        | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
 
+               if (r_bloomstate.texture_screen)
+               {
+                       // make sure the buffer is available
+                       if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
+
+                       R_ResetViewRendering2D();
+                       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+                       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+                       GL_ActiveTexture(0);CHECKGLERROR
+
+                       if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
+                       {
+                               // declare variables
+                               float speed;
+                               static float avgspeed;
+
+                               speed = VectorLength(cl.movement_velocity);
+
+                               cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
+                               avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
+
+                               speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
+                               speed = bound(0, speed, 1);
+                               speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
+
+                               // calculate values into a standard alpha
+                               cl.motionbluralpha = 1 - exp(-
+                                               (
+                                                (r_motionblur.value * speed / 80)
+                                                +
+                                                (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
+                                               )
+                                               /
+                                               max(0.0001, cl.time - cl.oldtime) // fps independent
+                                          );
+
+                               cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
+                               cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
+                               // apply the blur
+                               if (cl.motionbluralpha > 0)
+                               {
+                                       R_SetupGenericShader(true);
+                                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                                       GL_Color(1, 1, 1, cl.motionbluralpha);
+                                       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
+                                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
+                                       R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+                                       r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+                               }
+                       }
+
+                       // copy view into the screen texture
+                       qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
+                       r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
+               }
+               else if (!r_bloomstate.texture_bloom)
+                       break; // no screen processing, no bloom, skip it
+
                if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
                {
                        // render simple bloom effect
@@ -4590,73 +4781,21 @@ static void R_BlendView(void)
                        qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
-               return;
-       }
-
-
-
-       if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
-       {
-               // render high dynamic range bloom effect
-               // the bloom texture was made earlier this render, so we just need to
-               // blend it onto the screen...
-               R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_SetupGenericShader(true);
-               GL_Color(1, 1, 1, 1);
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
-               r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
-       }
-       else if (r_bloomstate.texture_bloom)
-       {
-               // render simple bloom effect
-               // copy the screen and shrink it and darken it for the bloom process
-               R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
-               // make the bloom texture
-               R_Bloom_MakeTexture();
-               // put the original screen image back in place and blend the bloom
-               // texture on it
-               R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               GL_Color(1, 1, 1, 1);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               // do both in one pass if possible
-               R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
-               if (r_textureunits.integer >= 2 && gl_combine.integer)
-               {
-                       R_SetupGenericTwoTextureShader(GL_ADD);
-                       R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
-                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
-               }
-               else
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
                {
-                       R_SetupGenericShader(true);
+                       // apply a color tint to the whole view
+                       R_ResetViewRendering2D();
+                       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+                       R_Mesh_ColorPointer(NULL, 0, 0);
+                       R_SetupGenericShader(false);
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                        R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
-                       r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
-                       // now blend on the bloom texture
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
-                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
-               r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
-       }
-       if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
-       {
-               // apply a color tint to the whole view
-               R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
-               R_Mesh_ColorPointer(NULL, 0, 0);
-               R_SetupGenericShader(false);
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-               GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-               R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
+               break;
        }
 }
 
@@ -4706,9 +4845,9 @@ void R_UpdateVariables(void)
        r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
 
        r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
-       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
        r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
-       r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
+       r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
        r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (r_showsurfaces.integer)
        {
@@ -4776,39 +4915,47 @@ void R_UpdateVariables(void)
        else
                r_refdef.fogenabled = false;
 
-       if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
+       switch(vid.renderpath)
        {
-               if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
+       case RENDERPATH_GL20:
+               if(v_glslgamma.integer && !vid_gammatables_trivial)
                {
-                       // build GLSL gamma texture
+                       if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
+                       {
+                               // build GLSL gamma texture
 #define RAMPWIDTH 256
-                       unsigned short ramp[RAMPWIDTH * 3];
-                       unsigned char rampbgr[RAMPWIDTH][4];
-                       int i;
+                               unsigned short ramp[RAMPWIDTH * 3];
+                               unsigned char rampbgr[RAMPWIDTH][4];
+                               int i;
 
-                       r_texture_gammaramps_serial = vid_gammatables_serial;
+                               r_texture_gammaramps_serial = vid_gammatables_serial;
 
-                       VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
-                       for(i = 0; i < RAMPWIDTH; ++i)
-                       {
-                               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, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
-                       }
-                       else
-                       {
-                               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);
+                               VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
+                               for(i = 0; i < RAMPWIDTH; ++i)
+                               {
+                                       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, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
+                               }
+                               else
+                               {
+                                       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);
+                               }
                        }
                }
-       }
-       else
-       {
-               // remove GLSL gamma texture
+               else
+               {
+                       // remove GLSL gamma texture
+               }
+               break;
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL11:
+               break;
        }
 }
 
@@ -4856,7 +5003,8 @@ void R_RenderView(void)
        r_frame++; // used only by R_GetCurrentTexture
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 
-       R_AnimCache_NewFrame();
+       R_AnimCache_ClearCache();
+       R_FrameData_NewFrame();
 
        if (r_refdef.view.isoverlay)
        {
@@ -4908,7 +5056,7 @@ void R_RenderView(void)
        r_refdef.view.clear = true;
 
        // this produces a bloom texture to be used in R_BlendView() later
-       if (r_hdr.integer)
+       if (r_hdr.integer && r_bloomstate.bloomwidth)
                R_HDR_RenderBloomTexture();
 
        r_refdef.view.showdebug = true;
@@ -4964,6 +5112,7 @@ extern void R_DrawPortals (void);
 extern cvar_t cl_locs_show;
 static void R_DrawLocs(void);
 static void R_DrawEntityBBoxes(void);
+static void R_DrawModelDecals(void);
 extern cvar_t cl_decals_newsystem;
 void R_RenderScene(void)
 {
@@ -5007,6 +5156,7 @@ void R_RenderScene(void)
        }
 
        R_AnimCache_CacheVisibleEntities();
+       R_PrepareRTLights();
 
        if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
        {
@@ -5776,6 +5926,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
 
        t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
+       if (t->currentskinframe->qpixels)
+               R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
        t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
        t->glosstexture = r_texture_black;
        t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
@@ -5941,6 +6093,7 @@ void RSurf_ActiveWorldEntity(void)
        //if (rsurface.entity == r_refdef.scene.worldentity)
        //      return;
        rsurface.entity = r_refdef.scene.worldentity;
+       rsurface.skeleton = NULL;
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
        rsurface.ent_shadertime = 0;
@@ -6021,6 +6174,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
        //      return;
        rsurface.entity = (entity_render_t *)ent;
+       rsurface.skeleton = ent->skeleton;
        rsurface.ent_skinnum = ent->skinnum;
        rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
        rsurface.ent_shadertime = ent->shadertime;
@@ -6069,7 +6223,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = rsurface.array_modelsvector3f;
                        rsurface.modeltvector3f = rsurface.array_modeltvector3f;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
                }
                else if (wantnormals)
                {
@@ -6077,7 +6231,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
                }
                else
                {
@@ -6085,7 +6239,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
                }
                rsurface.modelvertex3f_bufferobject = 0;
                rsurface.modelvertex3f_bufferoffset = 0;
@@ -6148,6 +6302,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
 {
        rsurface.entity = r_refdef.scene.worldentity;
+       rsurface.skeleton = NULL;
        rsurface.ent_skinnum = 0;
        rsurface.ent_qwskin = -1;
        rsurface.ent_shadertime = shadertime;
@@ -7805,13 +7960,22 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
        if (r_showsurfaces.integer == 3)
+       {
                R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
-       else if (r_glsl.integer && gl_support_fragment_shader)
+               return;
+       }
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL20:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
-       else if (gl_combine.integer && r_textureunits.integer >= 2)
+               break;
+       case RENDERPATH_GL13:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
-       else
+               break;
+       case RENDERPATH_GL11:
                R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
+               break;
+       }
        CHECKGLERROR
 }
 
@@ -7820,13 +7984,22 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
        CHECKGLERROR
        RSurf_SetupDepthAndCulling();
        if (r_showsurfaces.integer == 3)
+       {
                R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
-       else if (r_glsl.integer && gl_support_fragment_shader)
+               return;
+       }
+       switch (vid.renderpath)
+       {
+       case RENDERPATH_GL20:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
-       else if (gl_combine.integer && r_textureunits.integer >= 2)
+               break;
+       case RENDERPATH_GL13:
                R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
-       else
+               break;
+       case RENDERPATH_GL11:
                R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
+               break;
+       }
        CHECKGLERROR
 }
 
@@ -7846,7 +8019,18 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
                RSurf_ActiveModelEntity(ent, false, false);
        else
-               RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+       {
+               switch (vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+                       RSurf_ActiveModelEntity(ent, true, true);
+                       break;
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL11:
+                       RSurf_ActiveModelEntity(ent, true, false);
+                       break;
+               }
+       }
 
        for (i = 0;i < numsurfaces;i = j)
        {
@@ -8163,12 +8347,8 @@ void R_DecalSystem_Reset(decalsystem_t *decalsystem)
        memset(decalsystem, 0, sizeof(*decalsystem));
 }
 
-void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex)
+static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
 {
-       float *v3f;
-       float *tc2f;
-       float *c4f;
-       float ca;
        tridecal_t *decal;
        tridecal_t *decals;
        int i;
@@ -8188,13 +8368,9 @@ void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, co
                decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
                decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
                if (decalsystem->numdecals)
-               {
                        memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
-                       memcpy(decalsystem->vertex3f, old.vertex3f, decalsystem->numdecals * sizeof(float[3][3]));
-                       memcpy(decalsystem->texcoord2f, old.texcoord2f, decalsystem->numdecals * sizeof(float[3][2]));
-                       memcpy(decalsystem->color4f, old.color4f, decalsystem->numdecals * sizeof(float[3][4]));
-               }
-               Mem_Free(old.decals);
+               if (old.decals)
+                       Mem_Free(old.decals);
                for (i = 0;i < decalsystem->maxdecals*3;i++)
                        decalsystem->element3i[i] = i;
                if (useshortelements)
@@ -8206,10 +8382,7 @@ void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, co
        maxdecals = decalsystem->maxdecals;
        decals = decalsystem->decals;
        decal = decalsystem->decals + (i = decalsystem->freedecal++);
-       v3f = decalsystem->vertex3f + 9*i;
-       tc2f = decalsystem->texcoord2f + 6*i;
-       c4f = decalsystem->color4f + 12*i;
-       for (i = decalsystem->freedecal;i < maxdecals && decals[i].colors[0][3];i++)
+       for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
                ;
        decalsystem->freedecal = i;
        if (decalsystem->numdecals <= i)
@@ -8218,51 +8391,41 @@ void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, co
        // initialize the decal
        decal->lived = 0;
        decal->triangleindex = triangleindex;
-       decal->colors[0][0] = (unsigned char)(c0[0]*255.0f);
-       decal->colors[0][1] = (unsigned char)(c0[1]*255.0f);
-       decal->colors[0][2] = (unsigned char)(c0[2]*255.0f);
-       decal->colors[0][3] = 255;
-       decal->colors[1][0] = (unsigned char)(c1[0]*255.0f);
-       decal->colors[1][1] = (unsigned char)(c1[1]*255.0f);
-       decal->colors[1][2] = (unsigned char)(c1[2]*255.0f);
-       decal->colors[1][3] = 255;
-       decal->colors[2][0] = (unsigned char)(c2[0]*255.0f);
-       decal->colors[2][1] = (unsigned char)(c2[1]*255.0f);
-       decal->colors[2][2] = (unsigned char)(c2[2]*255.0f);
-       decal->colors[2][3] = 255;
-       v3f[0] = v0[0];
-       v3f[1] = v0[1];
-       v3f[2] = v0[2];
-       v3f[3] = v1[0];
-       v3f[4] = v1[1];
-       v3f[5] = v1[2];
-       v3f[6] = v2[0];
-       v3f[7] = v2[1];
-       v3f[8] = v2[2];
-       tc2f[0] = t0[0];
-       tc2f[1] = t0[1];
-       tc2f[2] = t1[0];
-       tc2f[3] = t1[1];
-       tc2f[4] = t2[0];
-       tc2f[5] = t2[1];
-       ca = (1.0f/255.0f);
-       c4f[ 0] = decal->colors[0][0] * ca;
-       c4f[ 1] = decal->colors[0][1] * ca;
-       c4f[ 2] = decal->colors[0][2] * ca;
-       c4f[ 3] = 1;
-       c4f[ 4] = decal->colors[1][0] * ca;
-       c4f[ 5] = decal->colors[1][1] * ca;
-       c4f[ 6] = decal->colors[1][2] * ca;
-       c4f[ 7] = 1;
-       c4f[ 8] = decal->colors[2][0] * ca;
-       c4f[ 9] = decal->colors[2][1] * ca;
-       c4f[10] = decal->colors[2][2] * ca;
-       c4f[11] = 1;
+       decal->surfaceindex = surfaceindex;
+       decal->decalsequence = decalsequence;
+       decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
+       decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
+       decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
+       decal->color4ub[0][3] = 255;
+       decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
+       decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
+       decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
+       decal->color4ub[1][3] = 255;
+       decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
+       decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
+       decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
+       decal->color4ub[2][3] = 255;
+       decal->vertex3f[0][0] = v0[0];
+       decal->vertex3f[0][1] = v0[1];
+       decal->vertex3f[0][2] = v0[2];
+       decal->vertex3f[1][0] = v1[0];
+       decal->vertex3f[1][1] = v1[1];
+       decal->vertex3f[1][2] = v1[2];
+       decal->vertex3f[2][0] = v2[0];
+       decal->vertex3f[2][1] = v2[1];
+       decal->vertex3f[2][2] = v2[2];
+       decal->texcoord2f[0][0] = t0[0];
+       decal->texcoord2f[0][1] = t0[1];
+       decal->texcoord2f[1][0] = t1[0];
+       decal->texcoord2f[1][1] = t1[1];
+       decal->texcoord2f[2][0] = t2[0];
+       decal->texcoord2f[2][1] = t2[1];
 }
 
 extern cvar_t cl_decals_bias;
 extern cvar_t cl_decals_models;
-void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
+extern cvar_t cl_decals_newsystem_intensitymultiplier;
+static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
 {
        matrix4x4_t projection;
        decalsystem_t *decalsystem;
@@ -8272,11 +8435,14 @@ void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, c
        const msurface_t *surface;
        const msurface_t *surfaces;
        const int *surfacelist;
+       const texture_t *texture;
        int numvertices;
        int numtriangles;
        int numsurfacelist;
        int surfacelistindex;
+       int surfaceindex;
        int triangleindex;
+       int decalsurfaceindex;
        int cornerindex;
        int index;
        int numpoints;
@@ -8381,12 +8547,17 @@ void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, c
        surfaces = model->data_surfaces;
        for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
        {
-               surface = surfaces + surfacelist[surfacelistindex];
+               surfaceindex = surfacelist[surfacelistindex];
+               surface = surfaces + surfaceindex;
                // skip transparent surfaces
-               if ((surface->texture->surfaceflags & Q3SURFACEFLAG_NOMARKS) || surface->texture->currentalpha < 1 || (surface->texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)))
+               texture = surface->texture;
+               if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
+                       continue;
+               if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
                        continue;
                if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
                        continue;
+               decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
                numvertices = surface->num_vertices;
                numtriangles = surface->num_triangles;
                for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
@@ -8403,10 +8574,20 @@ void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, c
                        // clip by each of the box planes formed from the projection matrix
                        // if anything survives, we emit the decal
                        numpoints = PolygonF_Clip(3        , v[0]        , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
+                       if (numpoints < 3)
+                               continue;
                        numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
+                       if (numpoints < 3)
+                               continue;
                        numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
+                       if (numpoints < 3)
+                               continue;
                        numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
+                       if (numpoints < 3)
+                               continue;
                        numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
+                       if (numpoints < 3)
+                               continue;
                        numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
                        if (numpoints < 3)
                                continue;
@@ -8428,8 +8609,8 @@ void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, c
                                tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
                                tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
                                // calculate distance fade from the projection origin
-                               f = a * (1.0f-fabs(temp[0]));
-                               f = max(0.0f, f);
+                               f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
+                               f = bound(0.0f, f, 1.0f);
                                c[cornerindex][0] = r * f;
                                c[cornerindex][1] = g * f;
                                c[cornerindex][2] = b * f;
@@ -8437,21 +8618,25 @@ void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, c
                                //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
                        }
                        if (dynamic)
-                               R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex);
+                               R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
                        else
                                for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
-                                       R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1);
+                                       R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
                }
        }
 }
 
-void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
+// do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
+static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
 {
        int renderentityindex;
        float worldmins[3];
        float worldmaxs[3];
        entity_render_t *ent;
 
+       if (!cl_decals_newsystem.integer)
+               return;
+
        worldmins[0] = worldorigin[0] - worldsize;
        worldmins[1] = worldorigin[1] - worldsize;
        worldmins[2] = worldorigin[2] - worldsize;
@@ -8459,7 +8644,7 @@ void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnor
        worldmaxs[1] = worldorigin[1] + worldsize;
        worldmaxs[2] = worldorigin[2] + worldsize;
 
-       R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
+       R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
 
        for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
        {
@@ -8467,7 +8652,118 @@ void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnor
                if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
                        continue;
 
-               R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
+               R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
+       }
+}
+
+typedef struct r_decalsystem_splatqueue_s
+{
+       vec3_t worldorigin;
+       vec3_t worldnormal;
+       float color[4];
+       float tcrange[4];
+       float worldsize;
+       int decalsequence;
+}
+r_decalsystem_splatqueue_t;
+
+int r_decalsystem_numqueued = 0;
+#define MAX_DECALSYSTEM_QUEUE 1024
+r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
+
+void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
+{
+       r_decalsystem_splatqueue_t *queue;
+
+       if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
+               return;
+
+       queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
+       VectorCopy(worldorigin, queue->worldorigin);
+       VectorCopy(worldnormal, queue->worldnormal);
+       Vector4Set(queue->color, r, g, b, a);
+       Vector4Set(queue->tcrange, s1, t1, s2, t2);
+       queue->worldsize = worldsize;
+       queue->decalsequence = cl.decalsequence++;
+}
+
+static void R_DecalSystem_ApplySplatEntitiesQueue(void)
+{
+       int i;
+       r_decalsystem_splatqueue_t *queue;
+
+       for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
+               R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
+       r_decalsystem_numqueued = 0;
+}
+
+extern cvar_t cl_decals_max;
+static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
+{
+       int i;
+       decalsystem_t *decalsystem = &ent->decalsystem;
+       int numdecals;
+       int killsequence;
+       tridecal_t *decal;
+       float frametime;
+       float lifetime;
+
+       if (!decalsystem->numdecals)
+               return;
+
+       if (r_showsurfaces.integer)
+               return;
+
+       if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
+       {
+               R_DecalSystem_Reset(decalsystem);
+               return;
+       }
+
+       killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
+       lifetime = cl_decals_time.value + cl_decals_fadetime.value;
+
+       if (decalsystem->lastupdatetime)
+               frametime = (cl.time - decalsystem->lastupdatetime);
+       else
+               frametime = 0;
+       decalsystem->lastupdatetime = cl.time;
+       decal = decalsystem->decals;
+       numdecals = decalsystem->numdecals;
+
+       for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
+       {
+               if (decal->color4ub[0][3])
+               {
+                       decal->lived += frametime;
+                       if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
+                       {
+                               memset(decal, 0, sizeof(*decal));
+                               if (decalsystem->freedecal > i)
+                                       decalsystem->freedecal = i;
+                       }
+               }
+       }
+       decal = decalsystem->decals;
+       while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
+               numdecals--;
+
+       // collapse the array by shuffling the tail decals into the gaps
+       for (;;)
+       {
+               while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
+                       decalsystem->freedecal++;
+               if (decalsystem->freedecal == numdecals)
+                       break;
+               decal[decalsystem->freedecal] = decal[--numdecals];
+       }
+
+       decalsystem->numdecals = numdecals;
+
+       if (numdecals <= 0)
+       {
+               // if there are no decals left, reset decalsystem
+               R_DecalSystem_Reset(decalsystem);
        }
 }
 
@@ -8478,15 +8774,18 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        decalsystem_t *decalsystem = &ent->decalsystem;
        int numdecals;
        tridecal_t *decal;
-       float frametime;
        float fadedelay;
        float faderate;
        float alpha;
        float *v3f;
        float *c4f;
+       float *t2f;
        const int *e;
+       const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
+       int numtris = 0;
 
-       if (!decalsystem->numdecals)
+       numdecals = decalsystem->numdecals;
+       if (!numdecals)
                return;
 
        if (r_showsurfaces.integer)
@@ -8506,77 +8805,80 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
        else
                RSurf_ActiveModelEntity(ent, false, false);
 
-       if (decalsystem->lastupdatetime)
-               frametime = cl.time - decalsystem->lastupdatetime;
-       else
-               frametime = 0;
        decalsystem->lastupdatetime = cl.time;
        decal = decalsystem->decals;
-       numdecals = decalsystem->numdecals;
 
        fadedelay = cl_decals_time.value;
        faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
 
+       // update vertex positions for animated models
+       v3f = decalsystem->vertex3f;
+       c4f = decalsystem->color4f;
+       t2f = decalsystem->texcoord2f;
        for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
        {
-               if (!decal->colors[0][3])
+               if (!decal->color4ub[0][3])
                        continue;
 
-               decal->lived += frametime;
-               if (decal->lived >= fadedelay)
+               if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
+                       continue;
+
+               // update color values for fading decals
+               if (decal->lived >= cl_decals_time.value)
                {
                        alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
-                       if (alpha <= 0)
-                       {
-                               // kill the decal by zeroing vertex data
-                               memset(decalsystem->vertex3f + 9*i, 0, sizeof(float[3][3]));
-                               memset(decalsystem->texcoord2f + 6*i, 0, sizeof(float[3][2]));
-                               memset(decalsystem->color4f + 12*i, 0, sizeof(float[3][4]));
-                               memset(decal, 0, sizeof(*decal));
-                               if (decalsystem->freedecal > i)
-                                       decalsystem->freedecal = i;
-                               continue;
-                       }
-
-                       // update color values for fading decals
                        alpha *= (1.0f/255.0f);
-                       c4f = decalsystem->color4f + 12*i;
-                       c4f[ 0] = decal->colors[0][0] * alpha;
-                       c4f[ 1] = decal->colors[0][1] * alpha;
-                       c4f[ 2] = decal->colors[0][2] * alpha;
-                       c4f[ 3] = 1;
-                       c4f[ 4] = decal->colors[1][0] * alpha;
-                       c4f[ 5] = decal->colors[1][1] * alpha;
-                       c4f[ 6] = decal->colors[1][2] * alpha;
-                       c4f[ 7] = 1;
-                       c4f[ 8] = decal->colors[2][0] * alpha;
-                       c4f[ 9] = decal->colors[2][1] * alpha;
-                       c4f[10] = decal->colors[2][2] * alpha;
-                       c4f[11] = 1;
                }
+               else
+                       alpha = 1.0f/255.0f;
+
+               c4f[ 0] = decal->color4ub[0][0] * alpha;
+               c4f[ 1] = decal->color4ub[0][1] * alpha;
+               c4f[ 2] = decal->color4ub[0][2] * alpha;
+               c4f[ 3] = 1;
+               c4f[ 4] = decal->color4ub[1][0] * alpha;
+               c4f[ 5] = decal->color4ub[1][1] * alpha;
+               c4f[ 6] = decal->color4ub[1][2] * alpha;
+               c4f[ 7] = 1;
+               c4f[ 8] = decal->color4ub[2][0] * alpha;
+               c4f[ 9] = decal->color4ub[2][1] * alpha;
+               c4f[10] = decal->color4ub[2][2] * alpha;
+               c4f[11] = 1;
+
+               t2f[0] = decal->texcoord2f[0][0];
+               t2f[1] = decal->texcoord2f[0][1];
+               t2f[2] = decal->texcoord2f[1][0];
+               t2f[3] = decal->texcoord2f[1][1];
+               t2f[4] = decal->texcoord2f[2][0];
+               t2f[5] = decal->texcoord2f[2][1];
 
                // update vertex positions for animated models
                if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
                {
                        e = rsurface.modelelement3i + 3*decal->triangleindex;
-                       v3f = decalsystem->vertex3f + 9*i;
                        VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
                        VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
                        VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
                }
-       }
+               else
+               {
+                       VectorCopy(decal->vertex3f[0], v3f);
+                       VectorCopy(decal->vertex3f[1], v3f + 3);
+                       VectorCopy(decal->vertex3f[2], v3f + 6);
+               }
 
-       // reduce numdecals if possible
-       while (numdecals > 0 && !decalsystem->decals[numdecals - 1].colors[0][3])
-               numdecals--;
-       decalsystem->numdecals = numdecals;
+               v3f += 9;
+               c4f += 12;
+               t2f += 6;
+               numtris++;
+       }
 
-       if (numdecals > 0)
+       if (numtris > 0)
        {
-               r_refdef.stats.decals += numdecals;
+               r_refdef.stats.drawndecals += numtris;
                // now render the decals all at once
                // (this assumes they all use one particle font texture!)
-               RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numdecals, decalsystem->element3i, decalsystem->element3s, false, false);
+               RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
                R_Mesh_ResetTextureState();
                R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
                R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
@@ -8590,15 +8892,48 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
                R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
                //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-               GL_LockArrays(0, numdecals * 3);
-               R_Mesh_Draw(0, numdecals * 3, 0, numdecals, decalsystem->element3i, decalsystem->element3s, 0, 0);
+               GL_LockArrays(0, numtris * 3);
+               R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
                GL_LockArrays(0, 0);
        }
+}
 
-       if (numdecals <= 0)
+static void R_DrawModelDecals(void)
+{
+       int i, numdecals;
+
+       // fade faster when there are too many decals
+       numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+               numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
+
+       R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+               if (r_refdef.scene.entities[i]->decalsystem.numdecals)
+                       R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
+
+       R_DecalSystem_ApplySplatEntitiesQueue();
+
+       numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
+       for (i = 0;i < r_refdef.scene.numentities;i++)
+               numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
+
+       r_refdef.stats.totaldecals += numdecals;
+
+       if (r_showsurfaces.integer)
+               return;
+
+       R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
+
+       if (!r_drawentities.integer)
+               return;
+
+       for (i = 0;i < r_refdef.scene.numentities;i++)
        {
-               // if there are no decals left, reset decalsystem
-               R_DecalSystem_Reset(decalsystem);
+               if (!r_refdef.viewcache.entityvisible[i])
+                       continue;
+               if (r_refdef.scene.entities[i]->decalsystem.numdecals)
+                       R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
        }
 }
 
@@ -8763,7 +9098,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        {
                r_maxsurfacelist = model->num_surfaces;
                if (r_surfacelist)
-                       Mem_Free(r_surfacelist);
+                       Mem_Free((msurface_t**)r_surfacelist);
                r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
        }
 
@@ -8851,7 +9186,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        {
                r_maxsurfacelist = model->num_surfaces;
                if (r_surfacelist)
-                       Mem_Free(r_surfacelist);
+                       Mem_Free((msurface_t **)r_surfacelist);
                r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
        }
 
@@ -8862,8 +9197,21 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                RSurf_ActiveWorldEntity();
        else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
                RSurf_ActiveModelEntity(ent, false, false);
+       else if (depthonly)
+               RSurf_ActiveModelEntity(ent, false, false);
        else
-               RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
+       {
+               switch (vid.renderpath)
+               {
+               case RENDERPATH_GL20:
+                       RSurf_ActiveModelEntity(ent, true, true);
+                       break;
+               case RENDERPATH_GL13:
+               case RENDERPATH_GL11:
+                       RSurf_ActiveModelEntity(ent, true, false);
+                       break;
+               }
+       }
 
        surfaces = model->data_surfaces;
        update = model->brushq1.lightmapupdateflags;