]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
view models no longer receive stencil shadows (only basic light visibility culling...
[xonotic/darkplaces.git] / gl_rmain.c
index d4b26cb8c1a35172e4bac2f71a072893ace6b7ce..67ee63e5eb6f8d58f18037849548b2ff0dc80195 100644 (file)
@@ -69,11 +69,11 @@ cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra c
 
 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_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
-cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
-cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
-cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_deluxemapping = {0, "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 = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+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)"};
+cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
@@ -98,7 +98,7 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces
 
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
 
-cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
 typedef struct r_glsl_bloomshader_s
@@ -143,7 +143,7 @@ rtexture_t *r_texture_fogattenuation;
 //rtexture_t *r_texture_fogintensity;
 
 // information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
 // currently selected permutation
 r_glsl_permutation_t *r_glsl_permutation;
 
@@ -478,10 +478,12 @@ static const char *builtinshaderstring =
 "// fragment shader specific:\n"
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
+"// 11 textures, we can only use up to 16 on DX9-class hardware\n"
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
 "uniform sampler2D Texture_Gloss;\n"
 "uniform samplerCube Texture_Cube;\n"
+"uniform sampler2D Texture_Attenuation;\n"
 "uniform sampler2D Texture_FogMask;\n"
 "uniform sampler2D Texture_Pants;\n"
 "uniform sampler2D Texture_Shirt;\n"
@@ -509,13 +511,8 @@ static const char *builtinshaderstring =
 "uniform myhalf SpecularScale;\n"
 "uniform myhalf SpecularPower;\n"
 "\n"
-"void main(void)\n"
+"vec2 OffsetMapping(vec2 TexCoord)\n"
 "{\n"
-"      // apply offsetmapping\n"
-"#ifdef USEOFFSETMAPPING\n"
-"      vec2 TexCoordOffset = TexCoord;\n"
-"#define TexCoord TexCoordOffset\n"
-"\n"
 "      vec3 eyedir = vec3(normalize(EyeVector));\n"
 "      float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
 "      depthbias = 1.0 - depthbias * depthbias;\n"
@@ -541,7 +538,7 @@ static const char *builtinshaderstring =
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
 "      TexCoord = RT.xy;\n"
-"#elif 1\n"
+"#else\n"
 "      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
 "      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
 "      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
@@ -550,39 +547,16 @@ static const char *builtinshaderstring =
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 0\n"
-"      // 10 sample offset mapping\n"
-"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
-"      //TexCoord += OffsetVector * 3.0;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 1\n"
-"      // parallax mapping as described in the paper\n"
-"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-"      // The paper provides code in the ARB fragment program assembly language\n"
-"      // I translated it to GLSL but may have done something wrong - SavageX\n"
-"      // LordHavoc: removed bias and simplified to one line\n"
-"      // LordHavoc: this is just a single sample offsetmapping...\n"
-"      TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
-"#else\n"
-"      // parallax mapping as described in the paper\n"
-"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-"      // The paper provides code in the ARB fragment program assembly language\n"
-"      // I translated it to GLSL but may have done something wrong - SavageX\n"
-"      float height = texture2D(Texture_Normal, TexCoord).a;\n"
-"      height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
-"      TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
 "#endif\n"
+"      return TexCoord;\n"
+"}\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // apply offsetmapping\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
@@ -597,15 +571,28 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTSOURCE\n"
 "      // light source\n"
 "\n"
-"      // get the surface normal and light normal\n"
+"      // calculate surface normal, light normal, and specular normal\n"
+"      // compute color intensity for the two textures (colormap and glossmap)\n"
+"      // scale by light color and attenuation as efficiently as possible\n"
+"      // (do as much scalar math as possible rather than vector math)\n"
+"#ifdef USESPECULAR\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
+"#else\n"
+"#ifdef USEDIFFUSE\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"#else\n"
+"      // calculate directionless shading\n"
+"      color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector)));\n"
+"#endif\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
@@ -614,20 +601,6 @@ static const char *builtinshaderstring =
 "      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
-"      // apply light color\n"
-"      color.rgb *= LightColor;\n"
-"\n"
-"      // apply attenuation\n"
-"      //\n"
-"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
-"      // center and sharp falloff at the edge, this is about the most efficient\n"
-"      // we can get away with as far as providing illumination.\n"
-"      //\n"
-"      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
-"      // provide significant illumination, large = slow = pain.\n"
-"//    color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
-"      color.rgb *= myhalf(max(2.0 - 2.0 * length(CubeVector), 0.0) / (1 + dot(CubeVector, CubeVector)));\n"
-"\n"
 "\n"
 "\n"
 "\n"
@@ -706,6 +679,7 @@ const char *permutationinfo[][2] =
        {"#define USEGLOW\n", " glow"},
        {"#define USEFOG\n", " fog"},
        {"#define USECOLORMAPPING\n", " colormapping"},
+       {"#define USEDIFFUSE\n", " diffuse"},
        {"#define USESPECULAR\n", " specular"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
@@ -717,14 +691,14 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
 {
        int i;
        qboolean shaderfound;
-       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
        int vertstrings_count;
        int geomstrings_count;
        int fragstrings_count;
        char *shaderstring;
-       const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
-       const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
-       const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+       const char *vertstrings_list[32+1];
+       const char *geomstrings_list[32+1];
+       const char *fragstrings_list[32+1];
        char permutationname[256];
        if (p->compiled)
                return;
@@ -792,6 +766,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
                p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
                p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
                p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
                p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
                p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
@@ -827,6 +802,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
                if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
                if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
+               if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
                CHECKGLERROR
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
@@ -839,21 +815,23 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
 void R_GLSL_Restart_f(void)
 {
        int i;
-       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+       for (i = 0;i < SHADERPERMUTATION_MAX;i++)
                if (r_glsl_permutations[i].program)
                        GL_Backend_FreeProgram(r_glsl_permutations[i].program);
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
+extern rtexture_t *r_shadow_attenuationgradienttexture;
+extern rtexture_t *r_shadow_attenuation2dtexture;
+extern rtexture_t *r_shadow_attenuation3dtexture;
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
        const char *shaderfilename = NULL;
-       int permutation = 0;
-       float specularscale = rsurface_texture->specularscale;
+       unsigned int permutation = 0;
        r_glsl_permutation = NULL;
        // TODO: implement geometry-shader based shadow volumes someday
        if (r_shadow_rtlight)
@@ -861,11 +839,12 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                // light source
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               specularscale *= r_shadow_rtlight->specularscale;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
+               if (diffusescale > 0)
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
-                       permutation |= SHADERPERMUTATION_SPECULAR;
+                       permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
                if (rsurface_texture->colormapping)
@@ -956,30 +935,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
        }
-       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
        {
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
                        R_GLSL_CompilePermutation(shaderfilename, permutation);
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
                {
                        // remove features until we find a valid permutation
-                       int i;
-                       for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+                       unsigned int i;
+                       for (i = SHADERPERMUTATION_MASK;;i>>=1)
                        {
+                               if (!i)
+                                       return 0; // utterly failed
                                // reduce i more quickly whenever it would not remove any bits
                                if (permutation < i)
                                        continue;
                                permutation &= i;
-                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
                                        R_GLSL_CompilePermutation(shaderfilename, permutation);
-                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
                                        break;
-                               if (!i)
-                                       return 0; // utterly failed
                        }
                }
        }
-       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
        R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
@@ -987,19 +966,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        {
                if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
-               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
-               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
-               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
-               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+               if (permutation & SHADERPERMUTATION_DIFFUSE)
+               {
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
+                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+               }
+               else
+               {
+                       // ambient only is simpler
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
+                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
+                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
+               }
        }
        else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
        {
                if (r_glsl_permutation->loc_AmbientColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
+                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
                if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
+                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
                if (r_glsl_permutation->loc_SpecularColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
+                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
                if (r_glsl_permutation->loc_LightDir >= 0)
                        qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
        }
@@ -1013,6 +1003,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
        if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
        //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+       if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
        if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
        if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
        if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
@@ -1053,9 +1044,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
 
 void R_SwitchSurfaceShader(int permutation)
 {
-       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
+       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
        {
-               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
                CHECKGLERROR
                qglUseProgramObjectARB(r_glsl_permutation->program);
                CHECKGLERROR
@@ -1122,7 +1113,7 @@ void GL_Main_Init(void)
 {
        r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
 
-       Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
+       Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
        FOG_registercvars(); // FIXME: move this fog stuff to client?
        Cvar_RegisterVariable(&r_nearclip);
        Cvar_RegisterVariable(&r_showsurfaces);
@@ -1276,6 +1267,53 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
        return false;
 }
 
+int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
+{
+       int i;
+       const mplane_t *p;
+       for (i = 0;i < numplanes;i++)
+       {
+               p = planes + i;
+               switch(p->signbits)
+               {
+               default:
+               case 0:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 1:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 2:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 3:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 4:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 5:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 6:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 7:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               }
+       }
+       return false;
+}
+
 //==================================================================================
 
 static void R_UpdateEntityLighting(entity_render_t *ent)
@@ -1402,6 +1440,8 @@ void R_DrawModels(void)
 
 static void R_View_SetFrustum(void)
 {
+       double slopex, slopey;
+
        // break apart the view matrix into vectors for various purposes
        Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
        VectorNegate(r_view.left, r_view.right);
@@ -1470,10 +1510,12 @@ static void R_View_SetFrustum(void)
 
 
 
-       VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
-       VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
-       VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
-       VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
+       slopex = 1.0 / r_view.frustum_x;
+       slopey = 1.0 / r_view.frustum_y;
+       VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+       VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
+       VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
+       VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
        VectorCopy(r_view.forward, r_view.frustum[4].normal);
        VectorNormalize(r_view.frustum[0].normal);
        VectorNormalize(r_view.frustum[1].normal);
@@ -1490,6 +1532,12 @@ static void R_View_SetFrustum(void)
        PlaneClassify(&r_view.frustum[3]);
        PlaneClassify(&r_view.frustum[4]);
 
+       // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
        // LordHavoc: note to all quake engine coders, Quake had a special case
        // for 90 degrees which assumed a square view (wrong), so I removed it,
        // Quake2 has it disabled as well.
@@ -1768,9 +1816,9 @@ void R_Bloom_CopyScreenTexture(float colorscale)
        r_refdef.stats.bloom++;
 
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f);
-       R_Mesh_ColorPointer(NULL);
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
 
        // copy view into the screen texture
@@ -1785,7 +1833,7 @@ void R_Bloom_CopyScreenTexture(float colorscale)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // TODO: optimize with multitexture or GLSL
-       R_Mesh_Draw(0, 4, 2, polygonelements);
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
        // we now have a bloom image in the framebuffer
@@ -1814,8 +1862,8 @@ void R_Bloom_MakeTexture(void)
        r_refdef.stats.bloom++;
 
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
 
        // we have a bloom image in the framebuffer
        CHECKGLERROR
@@ -1828,8 +1876,8 @@ void R_Bloom_MakeTexture(void)
                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                GL_Color(r, r, r, 1);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                // copy the vertically blurred bloom view to a texture
@@ -1844,7 +1892,7 @@ void R_Bloom_MakeTexture(void)
        if (r_hdr.integer)
                brighten *= r_hdr_range.value;
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
 
        for (dir = 0;dir < 2;dir++)
        {
@@ -1873,7 +1921,7 @@ void R_Bloom_MakeTexture(void)
                        //r = (dir ? 1.0f : brighten)/(range*2+1);
                        r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
@@ -1891,17 +1939,17 @@ void R_Bloom_MakeTexture(void)
        {
                GL_BlendFunc(GL_ONE, GL_ZERO);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                GL_Color(1, 1, 1, 1);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
                qglBlendEquationEXT(GL_FUNC_ADD_EXT);
 
@@ -1957,13 +2005,13 @@ static void R_BlendView(void)
                // 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);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                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);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
        }
        else if (r_bloomstate.enabled)
@@ -1976,40 +2024,40 @@ static void R_BlendView(void)
                // put the original screen image back in place and blend the bloom
                // texture on it
                R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f);
-               R_Mesh_ColorPointer(NULL);
+               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);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
                        R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
                        R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
-                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
+                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
                else
                {
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_view.width * r_view.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);
+                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_view.width * r_view.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);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                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, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
 }
 
@@ -2132,6 +2180,8 @@ void R_RenderView(void)
 extern void R_DrawLightningBeams (void);
 extern void VM_CL_AddPolygonsToMeshQueue (void);
 extern void R_DrawPortals (void);
+extern cvar_t cl_locs_show;
+static void R_DrawLocs(void);
 void R_RenderScene(void)
 {
        // don't let sound skip if going slow
@@ -2222,6 +2272,13 @@ void R_RenderScene(void)
        }
        VM_CL_AddPolygonsToMeshQueue();
 
+       if (cl_locs_show.integer)
+       {
+               R_DrawLocs();
+               if (r_timereport_active)
+                       R_TimeReport("showlocs");
+       }
+
        if (r_drawportals.integer)
        {
                R_DrawPortals();
@@ -2286,10 +2343,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
                        c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
                }
        }
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(color);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(color, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(8, 12);
+       R_Mesh_Draw(8, 12, 0, 0);
 }
 */
 
@@ -2350,13 +2407,13 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_DepthMask(true);
        }
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-       R_Mesh_VertexPointer(nomodelvertex3f);
+       GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
        if (r_refdef.fogenabled)
        {
                vec3_t org;
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               R_Mesh_ColorPointer(color4f);
+               R_Mesh_ColorPointer(color4f, 0, 0);
                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
                f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
                f1 = 1 - f2;
@@ -2371,14 +2428,14 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        else if (ent->alpha != 1)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               R_Mesh_ColorPointer(color4f);
+               R_Mesh_ColorPointer(color4f, 0, 0);
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                        c[3] *= ent->alpha;
        }
        else
-               R_Mesh_ColorPointer(nomodelcolor4f);
+               R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(0, 6, 8, nomodelelements);
+       R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
 }
 
 void R_DrawNoModel(entity_render_t *ent)
@@ -2450,21 +2507,21 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
        vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
 
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        R_Mesh_TexBind(0, R_GetTexture(texture));
-       R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
+       R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
        // FIXME: fixed function path can't properly handle r_view.colorscale > 1
        GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
-       R_Mesh_Draw(0, 4, 2, polygonelements);
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
 
        if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
        {
                R_Mesh_TexBind(0, R_GetTexture(fogtexture));
                GL_BlendFunc(blendfunc1, GL_ONE);
                GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
 }
 
@@ -2569,11 +2626,11 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
 static void R_DrawCollisionBrush(const colbrushf_t *brush)
 {
        int i;
-       R_Mesh_VertexPointer(brush->points->v);
+       R_Mesh_VertexPointer(brush->points->v, 0, 0);
        i = (int)(((size_t)brush) / sizeof(colbrushf_t));
        GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
        GL_LockArrays(0, brush->numpoints);
-       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
        GL_LockArrays(0, 0);
 }
 
@@ -2582,11 +2639,11 @@ static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t
        int i;
        if (!surface->num_collisiontriangles)
                return;
-       R_Mesh_VertexPointer(surface->data_collisionvertex3f);
+       R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
        i = (int)(((size_t)surface) / sizeof(msurface_t));
        GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
        GL_LockArrays(0, surface->num_collisionvertices);
-       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
        GL_LockArrays(0, 0);
 }
 
@@ -2650,18 +2707,20 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
-               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
-               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
-       if (ent->flags & RENDER_NOCULLFACE)
-               t->currentmaterialflags |= MATERIALFLAG_NOSHADOW;
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+       if (ent->effects & EF_DOUBLESIDED)
+               t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
        if (ent->effects & EF_NODEPTHTEST)
                t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
+       if (ent->flags & RENDER_VIEWMODEL)
+               t->currentmaterialflags |= MATERIALFLAG_VIEWMODEL;
        if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
                t->currenttexmatrix = r_waterscrollmatrix;
        else
                t->currenttexmatrix = identitymatrix;
-       if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+       if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
 
        t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
@@ -2670,6 +2729,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
        t->backgroundglosstexture = r_texture_white;
        t->specularpower = r_shadow_glossexponent.value;
+       // TODO: store reference values for these in the texture?
        t->specularscale = 0;
        if (r_shadow_gloss.integer > 0)
        {
@@ -2821,14 +2881,32 @@ void R_Mesh_ResizeArrays(int newvertices)
 }
 
 float *rsurface_modelvertex3f;
+int rsurface_modelvertex3f_bufferobject;
+size_t rsurface_modelvertex3f_bufferoffset;
 float *rsurface_modelsvector3f;
+int rsurface_modelsvector3f_bufferobject;
+size_t rsurface_modelsvector3f_bufferoffset;
 float *rsurface_modeltvector3f;
+int rsurface_modeltvector3f_bufferobject;
+size_t rsurface_modeltvector3f_bufferoffset;
 float *rsurface_modelnormal3f;
+int rsurface_modelnormal3f_bufferobject;
+size_t rsurface_modelnormal3f_bufferoffset;
 float *rsurface_vertex3f;
+int rsurface_vertex3f_bufferobject;
+size_t rsurface_vertex3f_bufferoffset;
 float *rsurface_svector3f;
+int rsurface_svector3f_bufferobject;
+size_t rsurface_svector3f_bufferoffset;
 float *rsurface_tvector3f;
+int rsurface_tvector3f_bufferobject;
+size_t rsurface_tvector3f_bufferoffset;
 float *rsurface_normal3f;
+int rsurface_normal3f_bufferobject;
+size_t rsurface_normal3f_bufferoffset;
 float *rsurface_lightmapcolor4f;
+int rsurface_lightmapcolor4f_bufferobject;
+size_t rsurface_lightmapcolor4f_bufferoffset;
 vec3_t rsurface_modelorg;
 qboolean rsurface_generatedvertex;
 const entity_render_t *rsurface_entity;
@@ -2861,14 +2939,30 @@ void RSurf_ActiveWorldEntity(void)
        R_Mesh_Matrix(&identitymatrix);
        VectorCopy(r_view.origin, rsurface_modelorg);
        rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
+       rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
+       rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
        rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+       rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+       rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
        rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+       rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+       rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
        rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
+       rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
+       rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
        rsurface_generatedvertex = false;
        rsurface_vertex3f  = rsurface_modelvertex3f;
+       rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
+       rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
        rsurface_svector3f = rsurface_modelsvector3f;
+       rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
+       rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
        rsurface_tvector3f = rsurface_modeltvector3f;
+       rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
+       rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
        rsurface_normal3f  = rsurface_modelnormal3f;
+       rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
+       rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
 }
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
@@ -2906,20 +3000,44 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface_modelnormal3f = NULL;
                        Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
                }
+               rsurface_modelvertex3f_bufferobject = 0;
+               rsurface_modelvertex3f_bufferoffset = 0;
+               rsurface_modelsvector3f_bufferobject = 0;
+               rsurface_modelsvector3f_bufferoffset = 0;
+               rsurface_modeltvector3f_bufferobject = 0;
+               rsurface_modeltvector3f_bufferoffset = 0;
+               rsurface_modelnormal3f_bufferobject = 0;
+               rsurface_modelnormal3f_bufferoffset = 0;
                rsurface_generatedvertex = true;
        }
        else
        {
                rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
+               rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
+               rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
                rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+               rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+               rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
                rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+               rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+               rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
                rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
+               rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
+               rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
                rsurface_generatedvertex = false;
        }
        rsurface_vertex3f  = rsurface_modelvertex3f;
+       rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
+       rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
        rsurface_svector3f = rsurface_modelsvector3f;
+       rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
+       rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
        rsurface_tvector3f = rsurface_modeltvector3f;
+       rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
+       rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
        rsurface_normal3f  = rsurface_modelnormal3f;
+       rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
+       rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
 }
 
 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
@@ -2934,12 +3052,18 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                if (generatenormals && !rsurface_modelnormal3f)
                {
                        rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+                       rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
+                       rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
                        Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
                }
                if (generatetangents && !rsurface_modelsvector3f)
                {
                        rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
+                       rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
+                       rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
                        rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
+                       rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
+                       rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
                        Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
                }
        }
@@ -2987,18 +3111,34 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                        Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
                }
                rsurface_vertex3f = rsurface_array_deformedvertex3f;
+               rsurface_vertex3f_bufferobject = 0;
+               rsurface_vertex3f_bufferoffset = 0;
                rsurface_svector3f = rsurface_array_deformedsvector3f;
+               rsurface_svector3f_bufferobject = 0;
+               rsurface_svector3f_bufferoffset = 0;
                rsurface_tvector3f = rsurface_array_deformedtvector3f;
+               rsurface_tvector3f_bufferobject = 0;
+               rsurface_tvector3f_bufferoffset = 0;
                rsurface_normal3f = rsurface_array_deformednormal3f;
+               rsurface_normal3f_bufferobject = 0;
+               rsurface_normal3f_bufferoffset = 0;
        }
        else
        {
-               rsurface_vertex3f = rsurface_modelvertex3f;
+               rsurface_vertex3f  = rsurface_modelvertex3f;
+               rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
+               rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
                rsurface_svector3f = rsurface_modelsvector3f;
+               rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
+               rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
                rsurface_tvector3f = rsurface_modeltvector3f;
-               rsurface_normal3f = rsurface_modelnormal3f;
+               rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
+               rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
+               rsurface_normal3f  = rsurface_modelnormal3f;
+               rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
+               rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
        }
-       R_Mesh_VertexPointer(rsurface_vertex3f);
+       R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
 }
 
 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
@@ -3014,7 +3154,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
        if (texturenumsurfaces == 1)
        {
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
        }
        else if (r_batchmode.integer == 2)
        {
@@ -3027,7 +3167,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        j = i + 1;
                        if (surface->num_triangles > MAXBATCHTRIANGLES)
                        {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
                                continue;
                        }
                        memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
@@ -3046,7 +3186,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        }
                        surface2 = texturesurfacelist[j-1];
                        numvertices = endvertex - firstvertex;
-                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
+                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
                }
        }
        else if (r_batchmode.integer == 1)
@@ -3061,7 +3201,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
                        GL_LockArrays(surface->num_firstvertex, numvertices);
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
        else
@@ -3070,7 +3210,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                {
                        surface = texturesurfacelist[i];
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
 }
@@ -3092,7 +3232,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                if (deluxemaptexunit >= 0)
                        R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
        }
        else if (r_batchmode.integer == 2)
        {
@@ -3108,7 +3248,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        j = i + 1;
                        if (surface->num_triangles > MAXBATCHTRIANGLES)
                        {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
                                continue;
                        }
                        memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
@@ -3127,7 +3267,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        }
                        surface2 = texturesurfacelist[j-1];
                        numvertices = endvertex - firstvertex;
-                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
+                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
                }
        }
        else if (r_batchmode.integer == 1)
@@ -3161,7 +3301,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
                        GL_LockArrays(surface->num_firstvertex, numvertices);
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
                }
 #if 0
                Con_Printf("\n");
@@ -3176,7 +3316,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        if (deluxemaptexunit >= 0)
                                R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
 }
@@ -3194,7 +3334,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                        {
                                float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
                                GL_Color(f, f, f, 1);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
                        }
                }
        }
@@ -3206,7 +3346,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                        int k = (int)(((size_t)surface) / sizeof(msurface_t));
                        GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
 }
@@ -3249,6 +3389,8 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                }
        }
        rsurface_lightmapcolor4f = rsurface_array_color4f;
+       rsurface_lightmapcolor4f_bufferobject = 0;
+       rsurface_lightmapcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
@@ -3270,15 +3412,19 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t *
                }
        }
        rsurface_lightmapcolor4f = rsurface_array_color4f;
+       rsurface_lightmapcolor4f_bufferobject = 0;
+       rsurface_lightmapcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
 {
        // TODO: optimize
        rsurface_lightmapcolor4f = NULL;
+       rsurface_lightmapcolor4f_bufferobject = 0;
+       rsurface_lightmapcolor4f_bufferoffset = 0;
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
 }
@@ -3288,9 +3434,11 @@ static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **text
        // TODO: optimize applyfog && applycolor case
        // just apply fog if necessary, and tint the fog color array if necessary
        rsurface_lightmapcolor4f = NULL;
+       rsurface_lightmapcolor4f_bufferobject = 0;
+       rsurface_lightmapcolor4f_bufferoffset = 0;
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
@@ -3340,12 +3488,18 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t
                        }
                }
                rsurface_lightmapcolor4f = rsurface_array_color4f;
+               rsurface_lightmapcolor4f_bufferobject = 0;
+               rsurface_lightmapcolor4f_bufferoffset = 0;
        }
        else
+       {
                rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
+               rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
+               rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
+       }
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
@@ -3394,6 +3548,8 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
                a = 1;
                applycolor = false;
                rsurface_lightmapcolor4f = rsurface_array_color4f;
+               rsurface_lightmapcolor4f_bufferobject = 0;
+               rsurface_lightmapcolor4f_bufferoffset = 0;
        }
        else
        {
@@ -3401,10 +3557,12 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
                g = ambientcolor[1];
                b = ambientcolor[2];
                rsurface_lightmapcolor4f = NULL;
+               rsurface_lightmapcolor4f_bufferobject = 0;
+               rsurface_lightmapcolor4f_bufferoffset = 0;
        }
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
@@ -3412,13 +3570,13 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        if (rsurface_mode != RSURFMODE_SHOWSURFACES)
        {
                rsurface_mode = RSURFMODE_SHOWSURFACES;
                GL_DepthMask(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
        }
        RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
@@ -3428,7 +3586,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurfa
 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        // transparent sky would be ridiculous
-       if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+       if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                return;
        if (rsurface_mode != RSURFMODE_SKY)
        {
@@ -3446,7 +3604,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
                R_Mesh_Matrix(&rsurface_entity->matrix);
        }
        GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        GL_DepthMask(true);
        // LordHavoc: HalfLife maps have freaky skypolys so don't use
        // skymasking on them, and Quake3 never did sky masking (unlike
@@ -3457,7 +3615,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
        if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
        {
                GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
@@ -3487,7 +3645,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                R_Mesh_ResetTextureState();
        }
 
-       R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2);
+       R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
        if (!r_glsl_permutation)
                return;
 
@@ -3495,39 +3653,39 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
        else
                RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
-       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-       R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
+       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
+       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
+       R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
 
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else if (rsurface_uselightmaptexture)
        {
                R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-               R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
+               R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
        }
 
        if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
                RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
        else
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+       if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
        {
        }
 }
@@ -3577,7 +3735,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                }
                layercolor[3] = layer->color[3];
                applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
                switch (layer->type)
                {
@@ -3585,10 +3743,14 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(r_texture_white);
                        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
                        m.tex[1] = R_GetTexture(layer->texture);
                        m.texmatrix[1] = layer->texmatrix;
                        m.texrgbscale[1] = layertexrgbscale;
                        m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                        R_Mesh_TextureState(&m);
                        if (rsurface_lightmode == 2)
                                RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
@@ -3603,6 +3765,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.texmatrix[0] = layer->texmatrix;
                        m.texrgbscale[0] = layertexrgbscale;
                        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                        R_Mesh_TextureState(&m);
                        RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        break;
@@ -3614,10 +3778,12 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                        }
                        R_Mesh_TextureState(&m);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
                                int i;
@@ -3672,7 +3838,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                }
                GL_DepthMask(layer->depthmask);
                GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
                switch (layer->type)
                {
@@ -3684,6 +3850,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(r_texture_white);
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
                                R_Mesh_TextureState(&m);
                                if (rsurface_lightmode == 2)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
@@ -3698,6 +3866,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
                                RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
                        }
@@ -3708,6 +3878,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
                                if (rsurface_lightmode == 2)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
@@ -3721,18 +3893,22 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                        m.tex[0] = R_GetTexture(layer->texture);
                        m.texmatrix[0] = layer->texmatrix;
                        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                        R_Mesh_TextureState(&m);
                        RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        break;
                case TEXTURELAYERTYPE_FOG:
                        // singletexture fogging
-                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
                        if (layer->texture)
                        {
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
                        }
                        else
@@ -3781,7 +3957,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        else if (rsurface_texture->currentnumlayers)
        {
                GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-               GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
                GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
                GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
                GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
@@ -3822,6 +3998,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                j = i + 1;
                surface = rsurface_model->data_surfaces + surfacelist[i];
                texture = surface->texture;
+               R_UpdateTextureInfo(ent, texture);
                rsurface_texture = texture->currentframe;
                rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
                // scan ahead until we find a different texture
@@ -3842,7 +4019,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        RSurf_CleanUp();
 }
 
-void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist)
+void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
 {
        int i, j;
        vec3_t tempcenter, center;
@@ -3858,7 +4035,14 @@ void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist)
                texture = surfacelist[i]->texture;
                rsurface_texture = texture->currentframe;
                rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+               if (!(rsurface_texture->currentmaterialflags & flagsmask))
+               {
+                       // if this texture is not the kind we want, skip ahead to the next one
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
+                               ;
+                       continue;
+               }
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                {
                        // transparent surfaces get pushed off into the transparent queue
                        const msurface_t *surface = surfacelist[i];
@@ -3870,14 +4054,89 @@ void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist)
                }
                else
                {
-                       // simply scan ahead until we find a different texture
-                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++);
+                       // simply scan ahead until we find a different texture or lightmap state
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+                               ;
                        // render the range of surfaces
                        R_DrawTextureSurfaceList(j - i, surfacelist + i);
                }
        }
 }
 
+float locboxvertex3f[6*4*3] =
+{
+       1,0,1, 1,0,0, 1,1,0, 1,1,1,
+       0,1,1, 0,1,0, 0,0,0, 0,0,1,
+       1,1,1, 1,1,0, 0,1,0, 0,1,1,
+       0,0,1, 0,0,0, 1,0,0, 1,0,1,
+       0,0,1, 1,0,1, 1,1,1, 0,1,1,
+       1,0,0, 0,0,0, 0,1,0, 1,1,0
+};
+
+int locboxelement3i[6*2*3] =
+{
+        0, 1, 2, 0, 2, 3,
+        4, 5, 6, 4, 6, 7,
+        8, 9,10, 8,10,11,
+       12,13,14, 12,14,15,
+       16,17,18, 16,18,19,
+       20,21,22, 20,22,23
+};
+
+void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+       int i, j;
+       cl_locnode_t *loc = (cl_locnode_t *)ent;
+       vec3_t mins, size;
+       float vertex3f[6*4*3];
+       CHECKGLERROR
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthTest(true);
+       GL_CullFace(GL_NONE);
+       R_Mesh_Matrix(&identitymatrix);
+
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_ResetTextureState();
+
+       i = surfacelist[0];
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
+                       surfacelist[0] < 0 ? 0.5f : 0.125f);
+
+       if (VectorCompare(loc->mins, loc->maxs))
+       {
+               VectorSet(size, 2, 2, 2);
+               VectorMA(loc->mins, -0.5f, size, mins);
+       }
+       else
+       {
+               VectorCopy(loc->mins, mins);
+               VectorSubtract(loc->maxs, loc->mins, size);
+       }
+
+       for (i = 0;i < 6*4*3;)
+               for (j = 0;j < 3;j++, i++)
+                       vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
+
+       R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
+}
+
+void R_DrawLocs(void)
+{
+       int index;
+       cl_locnode_t *loc, *nearestloc;
+       vec3_t center;
+       nearestloc = CL_Locs_FindNearest(cl.movement_origin);
+       for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
+       {
+               VectorLerp(loc->mins, 0.5f, loc->maxs, center);
+               R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
+       }
+}
+
 void R_DrawCollisionBrushes(entity_render_t *ent)
 {
        int i;
@@ -3887,7 +4146,7 @@ void R_DrawCollisionBrushes(entity_render_t *ent)
        if (!model->brush.num_brushes)
                return;
        CHECKGLERROR
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
@@ -3913,7 +4172,7 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
        GL_DepthTest(!r_showdisabledepthtest.integer);
        GL_DepthMask(true);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
        {
@@ -4035,7 +4294,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces)
                        // process this surface
                        surface = model->data_surfaces + j;
                        // if this surface fits the criteria, add it to the list
-                       if (surface->texture->basematerialflags & flagsmask && surface->num_triangles)
+                       if (surface->num_triangles)
                        {
                                // if lightmap parameters changed, rebuild lightmap texture
                                if (surface->cached_dlight)
@@ -4045,14 +4304,14 @@ void R_DrawWorldSurfaces(qboolean skysurfaces)
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueSurfaceList(numsurfacelist, surfacelist);
+                                       R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueSurfaceList(numsurfacelist, surfacelist);
+               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
        r_refdef.stats.entities_triangles += counttriangles;
        RSurf_CleanUp();
 
@@ -4113,7 +4372,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
        for (;surface < endsurface;surface++)
        {
                // if this surface fits the criteria, add it to the list
-               if (surface->texture->basematerialflags & flagsmask && surface->num_triangles)
+               if (surface->num_triangles)
                {
                        // if lightmap parameters changed, rebuild lightmap texture
                        if (surface->cached_dlight)
@@ -4123,13 +4382,13 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        counttriangles += surface->num_triangles;
                        if (numsurfacelist >= maxsurfacelist)
                        {
-                               R_QueueSurfaceList(numsurfacelist, surfacelist);
+                               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
                                numsurfacelist = 0;
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueSurfaceList(numsurfacelist, surfacelist);
+               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
        r_refdef.stats.entities_triangles += counttriangles;
        RSurf_CleanUp();