]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added r_surfaceworldnode and r_cullsurface cvars (it is recommended that these both...
[xonotic/darkplaces.git] / gl_rmain.c
index 11a1c481cc255973d7946c656d628386afbb506d..684e22482f314d81c9ba418d986d721b688109fa 100644 (file)
@@ -8,7 +8,7 @@ of the License, or (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 
 See the GNU General Public License for more details.
 
@@ -21,94 +21,116 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-entity_t       r_worldentity;
+// used for dlight push checking and other things
+int r_framecount;
 
-qboolean       r_cache_thrash;         // compatability
+mplane_t frustum[4];
 
-vec3_t         modelorg, r_entorigin;
-entity_t       *currententity;
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
 
-int                    r_visframecount;        // bumped when going to a new PVS
-int                    r_framecount;           // used for dlight push checking
+// true during envmap command capture
+qboolean envmap;
 
-mplane_t       frustum[4];
+float r_farclip;
 
-int                    c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
-
-qboolean       envmap;                         // true during envmap command capture 
-
-// LordHavoc: moved all code related to particles into r_part.c
-//int                  particletexture;        // little dot for particles
-//int                  playertextures;         // up to 16 color translated skins
-
-//
 // view origin
-//
-vec3_t vup;
-vec3_t vpn;
-vec3_t vright;
-vec3_t r_origin;
-
-float  r_world_matrix[16];
-float  r_base_world_matrix[16];
+vec3_t r_origin;
+vec3_t vpn;
+vec3_t vright;
+vec3_t vup;
 
 //
 // screen size info
 //
-refdef_t       r_refdef;
-
-mleaf_t                *r_viewleaf, *r_oldviewleaf;
-
-texture_t      *r_notexture_mip;
-
-unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
-
+refdef_t r_refdef;
+
+// 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256];
+
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
+cvar_t gl_fogend = {0, "gl_fogend","0"};
+
+cvar_t r_textureunits = {0, "r_textureunits", "32"};
+
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
+{
+       int i;
+       for (i = 0;i < verts;i++)
+       {
+               out[0] = in[0] * r;
+               out[1] = in[1] * g;
+               out[2] = in[2] * b;
+               out[3] = in[3];
+               in += 4;
+               out += 4;
+       }
+}
 
-void R_MarkLeaves (void);
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
+{
+       int i;
+       for (i = 0;i < verts;i++)
+       {
+               out[0] = r;
+               out[1] = g;
+               out[2] = b;
+               out[3] = a;
+               out += 4;
+       }
+}
 
-//cvar_t       r_norefresh = {"r_norefresh","0"};
-cvar_t r_drawentities = {"r_drawentities","1"};
-cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
-cvar_t r_speeds = {"r_speeds","0"};
-cvar_t r_speeds2 = {"r_speeds2","0"};
-cvar_t r_fullbright = {"r_fullbright","0"};
-//cvar_t       r_lightmap = {"r_lightmap","0"};
-cvar_t r_shadows = {"r_shadows","0"};
-cvar_t r_wateralpha = {"r_wateralpha","1"};
-cvar_t r_dynamic = {"r_dynamic","1"};
-cvar_t r_novis = {"r_novis","0"};
-cvar_t r_waterripple = {"r_waterripple","0"};
-cvar_t r_fullbrights = {"r_fullbrights", "1"};
+/*
+====================
+R_TimeRefresh_f
 
-cvar_t contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
-//cvar_t       r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
-cvar_t r_farclip = {"r_farclip", "6144"};
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+       int i;
+       float start, stop, time;
 
-cvar_t gl_fogenable = {"gl_fogenable", "0"};
-cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {"gl_fogred","0.3"};
-cvar_t gl_foggreen = {"gl_foggreen","0.3"};
-cvar_t gl_fogblue = {"gl_fogblue","0.3"};
-cvar_t gl_fogstart = {"gl_fogstart", "0"};
-cvar_t gl_fogend = {"gl_fogend","0"};
-cvar_t glfog = {"glfog", "0"};
+       intimerefresh = 1;
+       start = Sys_DoubleTime ();
+       for (i = 0;i < 128;i++)
+       {
+               r_refdef.viewangles[0] = 0;
+               r_refdef.viewangles[1] = i/128.0*360.0;
+               r_refdef.viewangles[2] = 0;
+               CL_UpdateScreen();
+       }
 
-qboolean lighthalf;
+       stop = Sys_DoubleTime ();
+       intimerefresh = 0;
+       time = stop-start;
+       Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
+}
 
 vec3_t fogcolor;
 vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void FOG_framebegin()
+void R_SetupFog(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
-//             if (!Nehahrademcompatibility)
-//                     gl_fogenable.value = 0;
-               if (gl_fogenable.value)
+               if (gl_fogenable.integer)
                {
                        oldgl_fogenable = true;
                        fog_density = gl_fogdensity.value;
@@ -127,66 +149,24 @@ void FOG_framebegin()
        }
        if (fog_density)
        {
-                       fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
-                       fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
-                       fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
-                       if (lighthalf)
-                       {
-                               fogcolor[0] *= 0.5f;
-                               fogcolor[1] *= 0.5f;
-                               fogcolor[2] *= 0.5f;
-                       }
+               fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
+               fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+               fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
        }
-       if (glfog.value)
+       if (fog_density)
        {
-               if (!r_render.value)
-                       return;
-               if(fog_density)
-               {
-                       // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
-                       //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
-                       GLfloat colors[4];
-                       colors[0] = fog_red;
-                       colors[1] = fog_green;
-                       colors[2] = fog_blue;
-                       colors[3] = 1;
-                       if (lighthalf)
-                       {
-                               colors[0] *= 0.5f;
-                               colors[1] *= 0.5f;
-                               colors[2] *= 0.5f;
-                       }
-
-                       glFogi (GL_FOG_MODE, GL_EXP2);
-                       glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); 
-                       glFogfv (GL_FOG_COLOR, colors);
-                       glEnable (GL_FOG);
-               }
-               else
-                       glDisable(GL_FOG);
+               fogenabled = true;
+               fogdensity = -4000.0f / (fog_density * fog_density);
+               // fog color was already set
        }
        else
-       {
-               if (fog_density)
-               {
-                       fogenabled = true;
-                       fogdensity = -4000.0f / (fog_density * fog_density);
-                       // fog color was already set
-               }
-               else
-                       fogenabled = false;
-       }
-}
-
-void FOG_frameend()
-{
-       if (glfog.value)
-               glDisable(GL_FOG);
+               fogenabled = false;
 }
 
-void FOG_clear()
+// FIXME: move this to client?
+void FOG_clear(void)
 {
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_Set("gl_fogenable", "0");
                Cvar_Set("gl_fogdensity", "0.2");
@@ -197,82 +177,134 @@ void FOG_clear()
        fog_density = fog_red = fog_green = fog_blue = 0.0f;
 }
 
-void FOG_registercvars()
+// FIXME: move this to client?
+void FOG_registercvars(void)
 {
-       Cvar_RegisterVariable (&glfog);
-       if (nehahra)
+       if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
                Cvar_RegisterVariable (&gl_fogdensity);
                Cvar_RegisterVariable (&gl_fogred);
-               Cvar_RegisterVariable (&gl_foggreen); 
+               Cvar_RegisterVariable (&gl_foggreen);
                Cvar_RegisterVariable (&gl_fogblue);
                Cvar_RegisterVariable (&gl_fogstart);
                Cvar_RegisterVariable (&gl_fogend);
        }
 }
 
-void glmain_start()
+void gl_main_start(void)
+{
+}
+
+void gl_main_shutdown(void)
 {
 }
 
-void glmain_shutdown()
+extern void CL_ParseEntityLump(char *entitystring);
+void gl_main_newmap(void)
 {
+       if (cl.worldmodel && cl.worldmodel->entities)
+               CL_ParseEntityLump(cl.worldmodel->entities);
+       r_framecount = 1;
 }
 
-void GL_Main_Init()
+void GL_Main_Init(void)
 {
+// FIXME: move this to client?
        FOG_registercvars();
+       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
        Cvar_RegisterVariable (&r_drawentities);
        Cvar_RegisterVariable (&r_drawviewmodel);
-       Cvar_RegisterVariable (&r_shadows);
        Cvar_RegisterVariable (&r_speeds);
-       Cvar_RegisterVariable (&r_speeds2);
-       Cvar_RegisterVariable (&contrast);
-       Cvar_RegisterVariable (&brightness);
-       Cvar_RegisterVariable (&gl_lightmode);
-//     Cvar_RegisterVariable (&r_dynamicwater);
-//     Cvar_RegisterVariable (&r_dynamicbothsides);
        Cvar_RegisterVariable (&r_fullbrights);
        Cvar_RegisterVariable (&r_wateralpha);
        Cvar_RegisterVariable (&r_dynamic);
-       Cvar_RegisterVariable (&r_novis);
-       Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
-       if (nehahra)
-               Cvar_SetValue("r_fullbrights", 0);
-//     if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-//             gl_lightmode.value = 0;
        Cvar_RegisterVariable (&r_fullbright);
-       R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+       Cvar_RegisterVariable (&r_textureunits);
+       if (gamemode == GAME_NEHAHRA)
+               Cvar_SetValue("r_fullbrights", 0);
+       R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+}
+
+vec3_t r_farclip_origin;
+vec3_t r_farclip_direction;
+vec_t r_farclip_directiondist;
+vec_t r_farclip_meshfarclip;
+int r_farclip_directionbit0;
+int r_farclip_directionbit1;
+int r_farclip_directionbit2;
+
+// start a farclip measuring session
+void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
+{
+       VectorCopy(origin, r_farclip_origin);
+       VectorCopy(direction, r_farclip_direction);
+       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+}
+
+// enlarge farclip to accomodate box
+void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+{
+       float d;
+       d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
+         + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
+         + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
+       if (r_farclip_meshfarclip < d)
+               r_farclip_meshfarclip = d;
 }
 
-extern void GL_Draw_Init();
-extern void GL_Main_Init();
-extern void GL_Models_Init();
-extern void GL_Poly_Init();
-extern void GL_Surf_Init();
-extern void GL_Screen_Init();
-extern void GL_Misc_Init();
-extern void R_Crosshairs_Init();
-extern void R_Light_Init();
-extern void R_Particles_Init();
-extern void R_Explosion_Init();
-
-void Render_Init()
+// return farclip value
+float R_FarClip_Finish(void)
 {
-       R_ShutdownModules();
+       return r_farclip_meshfarclip - r_farclip_directiondist;
+}
+
+/*
+===============
+R_NewMap
+===============
+*/
+void R_NewMap (void)
+{
+       R_Modules_NewMap();
+}
+
+extern void R_Textures_Init(void);
+extern void Mod_RenderInit(void);
+extern void GL_Draw_Init(void);
+extern void GL_Main_Init(void);
+extern void GL_Models_Init(void);
+extern void R_Sky_Init(void);
+extern void GL_Surf_Init(void);
+extern void R_Crosshairs_Init(void);
+extern void R_Light_Init(void);
+extern void R_Particles_Init(void);
+extern void R_Explosion_Init(void);
+extern void ui_init(void);
+extern void gl_backend_init(void);
+
+void Render_Init(void)
+{
+       R_Modules_Shutdown();
+       R_Textures_Init();
+       Mod_RenderInit();
+       gl_backend_init();
+       R_MeshQueue_Init();
        GL_Draw_Init();
        GL_Main_Init();
        GL_Models_Init();
-       GL_Poly_Init();
+       R_Sky_Init();
        GL_Surf_Init();
-       GL_Screen_Init();
-       GL_Misc_Init();
        R_Crosshairs_Init();
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       R_StartModules();
+       ui_init();
+       R_Modules_Start();
 }
 
 /*
@@ -280,119 +312,91 @@ void Render_Init()
 GL_Init
 ===============
 */
-extern char *QSG_EXTENSIONS;
+extern char *ENGINE_EXTENSIONS;
 void GL_Init (void)
 {
-       gl_vendor = glGetString (GL_VENDOR);
-       Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
-       gl_renderer = glGetString (GL_RENDERER);
-       Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
-
-       gl_version = glGetString (GL_VERSION);
-       Con_Printf ("GL_VERSION: %s\n", gl_version);
-       gl_extensions = glGetString (GL_EXTENSIONS);
-       Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
-
-//     Con_Printf ("%s %s\n", gl_renderer, gl_version);
-
-       VID_CheckMultitexture();
-       VID_CheckVertexArrays();
+       VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_Printf ("\nQSG extensions: %s\n", QSG_EXTENSIONS);
-
-       glCullFace(GL_FRONT);
-       glEnable(GL_TEXTURE_2D);
-//     glDisable(GL_ALPHA_TEST);
-       glAlphaFunc(GL_GREATER, 0.5);
-
-//     glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+       Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
 
-       Palette_Init();
+       qglCullFace(GL_FRONT);
+       qglEnable(GL_TEXTURE_2D);
 }
 
 
-/*
-void R_RotateForEntity (entity_t *e)
-{
-       glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
-
-       glRotatef (e->angles[1],  0, 0, 1);
-       glRotatef (-e->angles[0],  0, 1, 0);
-       glRotatef (e->angles[2],  1, 0, 0);
-
-       glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
-}
-*/
-
-// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
-#define NUMVERTEXNORMALS       162
-
-float  r_avertexnormals[NUMVERTEXNORMALS][3] = {
-#include "anorms.h"
-};
-
-// LordHavoc: shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
-
-float  modelalpha;
-
 //==================================================================================
 
-void R_DrawBrushModel (entity_t *e);
-void R_DrawSpriteModel (entity_t *e);
-
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-// LordHavoc: split so bmodels are rendered before any other objects
-void R_DrawEntitiesOnList1 (void)
+static void R_MarkEntities (void)
 {
-       int             i;
+       int i;
+       vec3_t v;
+       entity_render_t *ent;
+
+       ent = &cl_entities[0].render;
+       Matrix4x4_CreateIdentity(&ent->matrix);
+       Matrix4x4_CreateIdentity(&ent->inversematrix);
+
+       if (cl.worldmodel)
+               R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
 
-       if (!r_drawentities.value)
+       if (!r_drawentities.integer)
                return;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               if (cl_visedicts[i]->model->type != mod_brush)
+               ent = r_refdef.entities[i];
+               Mod_CheckLoaded(ent->model);
+
+               // move view-relative models to where they should be
+               if (ent->flags & RENDER_VIEWMODEL)
+               {
+                       // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
+                       ent->flags -= RENDER_VIEWMODEL;
+                       // transform origin
+                       VectorCopy(ent->origin, v);
+                       ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
+                       ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
+                       ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
+                       // adjust angles
+                       VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
+               }
+
+               if (R_CullBox(ent->mins, ent->maxs))
                        continue;
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
 
-               R_DrawBrushModel (currententity);
+               ent->visframe = r_framecount;
+               VectorCopy(ent->angles, v);
+               if (!ent->model || ent->model->type != mod_brush)
+                       v[0] = -v[0];
+               Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
+               Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+               R_LerpAnimation(ent);
+               R_UpdateEntLights(ent);
+               R_FarClip_Box(ent->mins, ent->maxs);
        }
 }
 
-void R_DrawEntitiesOnList2 (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBrushModelsSky (void)
 {
-       int             i;
+       int i, sky;
+       entity_render_t *ent;
 
-       if (!r_drawentities.value)
-               return;
+       if (!r_drawentities.integer)
+               return false;
 
-       for (i=0 ; i<cl_numvisedicts ; i++)
+       sky = false;
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               currententity = cl_visedicts[i];
-               modelalpha = currententity->alpha;
-
-               switch (currententity->model->type)
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
                {
-               case mod_alias:
-                       R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->angles, currententity->effects, currententity->model->flags, currententity->colormap);
-                       break;
-
-               case mod_sprite:
-                       R_DrawSpriteModel (currententity);
-                       break;
-
-               default:
-                       break;
+                       ent->model->DrawSky(ent);
+                       sky = true;
                }
        }
+       return sky;
 }
 
 /*
@@ -402,79 +406,87 @@ R_DrawViewModel
 */
 void R_DrawViewModel (void)
 {
-       if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
-               return;
+       entity_render_t *ent;
 
-       currententity = &cl.viewent;
-       currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
-       currententity->effects = cl_entities[cl.viewentity].effects;
-       currententity->scale = 1;
-       VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
+       // FIXME: move these checks to client
+       if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
+               return;
 
-       // hack the depth range to prevent view model from poking into walls
-       glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-       R_DrawAliasModel (currententity, false, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->angles, currententity->effects, currententity->model->flags, currententity->colormap);
-       glDepthRange (gldepthmin, gldepthmax);
+       ent = &cl.viewent.render;
+       Mod_CheckLoaded(ent->model);
+       R_LerpAnimation(ent);
+       Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
+       Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+       R_UpdateEntLights(ent);
+       ent->model->Draw(ent);
 }
 
-void R_DrawBrushModel (entity_t *e);
-
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
-
-void R_SetFrustum (void)
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels (void)
 {
-       int             i;
+       int i;
+       entity_render_t *ent;
 
-       if (r_refdef.fov_x == 90) 
-       {
-               // front side is visible
-
-               VectorAdd (vpn, vright, frustum[0].normal);
-               VectorSubtract (vpn, vright, frustum[1].normal);
+       if (!r_drawentities.integer)
+               return;
 
-               VectorAdd (vpn, vup, frustum[2].normal);
-               VectorSubtract (vpn, vup, frustum[3].normal);
-       }
-       else
+       R_DrawViewModel();
+       for (i = 0;i < r_refdef.numentities;i++)
        {
-               // rotate VPN right by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
-               // rotate VPN left by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
-               // rotate VPN up by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
-               // rotate VPN down by FOV_X/2 degrees
-               RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
+               ent = r_refdef.entities[i];
+               if (ent->visframe == r_framecount)
+               {
+                       if (ent->model)
+                       {
+                               if (ent->model->Draw)
+                                       ent->model->Draw(ent);
+                       }
+                       else
+                               R_DrawNoModel(ent);
+               }
        }
+}
 
-       for (i=0 ; i<4 ; i++)
+static void R_SetFrustum (void)
+{
+       int i;
+
+       // LordHavoc: note to all quake engine coders, the special case for 90
+       // degrees assumed a square view (wrong), so I removed it, Quake2 has it
+       // disabled as well.
+       // rotate VPN right by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
+       // rotate VPN left by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+       // rotate VPN up by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+       // rotate VPN down by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
+
+       for (i = 0;i < 4;i++)
        {
                frustum[i].type = PLANE_ANYZ;
                frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-//             frustum[i].signbits = SignbitsForPlane (&frustum[i]);
-               BoxOnPlaneSideClassify(&frustum[i]);
+               PlaneClassify(&frustum[i]);
        }
 }
 
-void R_AnimateLight (void);
-void V_CalcBlend (void);
-
 /*
 ===============
 R_SetupFrame
 ===============
 */
-void R_SetupFrame (void)
+static void R_SetupFrame (void)
 {
 // don't allow cheats in multiplayer
        if (cl.maxclients > 1)
        {
-               Cvar_Set ("r_fullbright", "0");
-               Cvar_Set ("r_ambient", "0");
+               if (r_fullbright.integer != 0)
+                       Cvar_Set ("r_fullbright", "0");
+               if (r_ambient.value != 0)
+                       Cvar_Set ("r_ambient", "0");
        }
 
-       R_AnimateLight ();
-
        r_framecount++;
 
 // build the transformation matrix for the given view angles
@@ -482,333 +494,239 @@ void R_SetupFrame (void)
 
        AngleVectors (r_refdef.viewangles, vpn, vright, vup);
 
-// current viewleaf
-       r_oldviewleaf = r_viewleaf;
-       r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
-
-       V_SetContentsColor (r_viewleaf->contents);
-       V_CalcBlend ();
-
-       r_cache_thrash = false;
-
-       c_brush_polys = 0;
-       c_alias_polys = 0;
-       c_light_polys = 0;
-       c_faces = 0;
-       c_nodes = 0;
-       c_leafs = 0;
-       c_models = 0;
-       c_bmodels = 0;
-       c_sprites = 0;
-       c_particles = 0;
-//     c_dlights = 0;
+       R_AnimateLight ();
 }
 
 
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
+static void R_BlendView(void)
 {
-   GLdouble xmin, xmax, ymin, ymax;
-
-   ymax = zNear * tan( fovy * M_PI / 360.0 );
-   ymin = -ymax;
+       rmeshbufferinfo_t m;
+       float r;
 
-   xmin = ymin * aspect;
-   xmax = ymax * aspect;
+       if (r_refdef.viewblend[3] < 0.01f)
+               return;
 
-   glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
+       memset(&m, 0, sizeof(m));
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       m.depthdisable = true; // magic
+       m.numtriangles = 1;
+       m.numverts = 3;
+       Matrix4x4_CreateIdentity(&m.matrix);
+       if (R_Mesh_Draw_GetBuffer(&m, false))
+       {
+               m.index[0] = 0;
+               m.index[1] = 1;
+               m.index[2] = 2;
+               m.color[0] = m.color[4] = m.color[8] = r_refdef.viewblend[0];
+               m.color[1] = m.color[5] = m.color[9] = r_refdef.viewblend[1];
+               m.color[2] = m.color[6] = m.color[10] = r_refdef.viewblend[2];
+               m.color[3] = m.color[7] = m.color[11] = r_refdef.viewblend[3];
+               r = 64000;
+               m.vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+               m.vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+               m.vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+               r *= 3;
+               m.vertex[4] = m.vertex[0] + vup[0] * r;
+               m.vertex[5] = m.vertex[1] + vup[1] * r;
+               m.vertex[6] = m.vertex[2] + vup[2] * r;
+               m.vertex[8] = m.vertex[0] + vright[0] * r;
+               m.vertex[9] = m.vertex[1] + vright[1] * r;
+               m.vertex[10] = m.vertex[2] + vright[2] * r;
+               R_Mesh_Render();
+       }
 }
 
-
-extern char skyname[];
-
 /*
-=============
-R_SetupGL
-=============
+================
+R_RenderView
+
+r_refdef must be set before the first call
+================
 */
-void R_SetupGL (void)
+void R_RenderView (void)
 {
-       float   screenaspect;
-       extern  int glwidth, glheight;
-       int             x, x2, y2, y, w, h;
+       entity_render_t *world;
+       if (!r_refdef.entities/* || !cl.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       if (!r_render.value)
-               return;
-       //
-       // set up viewpoint
-       //
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       x = r_refdef.vrect.x * glwidth/vid.width;
-       x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
-       y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
-       y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
-
-       // fudge around because of frac screen scale
-       if (x > 0)
-               x--;
-       if (x2 < glwidth)
-               x2++;
-       if (y2 < 0)
-               y2--;
-       if (y < glheight)
-               y++;
-
-       w = x2 - x;
-       h = y - y2;
-
-       if (envmap)
-       {
-               x = y2 = 0;
-               w = h = 256;
-       }
+       world = &cl_entities[0].render;
 
-       glViewport (glx + x, gly + y2, w, h);
-    screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
-//     yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
-//     if (skyname[0]) // skybox enabled?
-//             MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
-//     else
-               MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
-
-       glCullFace(GL_FRONT);
-
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-
-    glRotatef (-90,  1, 0, 0);     // put Z going up
-    glRotatef (90,  0, 0, 1);      // put Z going up
-    glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
-    glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
-    glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
-    glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
-
-       glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
-       //
-       // set drawing parms
-       //
-//     if (gl_cull.value)
-               glEnable(GL_CULL_FACE);
-//     else
-//             glDisable(GL_CULL_FACE);
-
-       glEnable(GL_BLEND); // was Disable
-       glDisable(GL_ALPHA_TEST);
-       glAlphaFunc(GL_GREATER, 0.5);
-       glEnable(GL_DEPTH_TEST);
-       glDepthMask(1);
-       glShadeModel(GL_SMOOTH);
-}
+       // FIXME: move to client
+       R_MoveExplosions();
+       R_TimeReport("mexplosion");
 
-/*
-=============
-R_Clear
-=============
-*/
-void R_Clear (void)
-{
-       if (!r_render.value)
-               return;
-//     glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
-       gldepthmin = 0;
-       gldepthmax = 1;
-       glDepthFunc (GL_LEQUAL);
+       R_Textures_Frame();
+       R_SetupFrame();
+       R_SetFrustum();
+       R_SetupFog();
+       R_SkyStartFrame();
+       R_BuildLightList();
+       R_TimeReport("setup");
 
-       glDepthRange (gldepthmin, gldepthmax);
-}
+       R_FarClip_Start(r_origin, vpn, 768.0f);
+       R_MarkEntities();
+       r_farclip = R_FarClip_Finish() + 256.0f;
+       R_TimeReport("markentity");
 
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
-{
-       if (!r_render.value)
-               return;
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       glBlendFunc (GL_DST_COLOR, GL_ONE);
-       glBegin (GL_TRIANGLES);
-       glColor3f (1, 1, 1);
-       glVertex2f (-5000, -5000);
-       glVertex2f (10000, -5000);
-       glVertex2f (-5000, 10000);
-       glEnd ();
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-       glEnable (GL_DEPTH_TEST);
-       glEnable (GL_CULL_FACE);
-}
+       R_Mesh_Start(r_farclip);
+       R_MeshQueue_BeginScene();
 
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
+       if (R_DrawBrushModelsSky())
+               R_TimeReport("bmodelsky");
 
-void GL_BlendView()
-{
-       if (!r_render.value)
-               return;
-       glMatrixMode(GL_PROJECTION);
-    glLoadIdentity ();
-       glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
-       glMatrixMode(GL_MODELVIEW);
-    glLoadIdentity ();
-       glDisable (GL_DEPTH_TEST);
-       glDisable (GL_CULL_FACE);
-       glDisable(GL_TEXTURE_2D);
-       glEnable(GL_BLEND);
-       if (lighthalf)
-       {
-               glBlendFunc (GL_DST_COLOR, GL_ONE);
-               glBegin (GL_TRIANGLES);
-               glColor3f (1, 1, 1);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
-       }
-       glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       contrast.value = bound(0.2, contrast.value, 1.0);
-       if (/*gl_polyblend.value && */v_blend[3])
-       {
-               glBegin (GL_TRIANGLES);
-               glColor4fv (v_blend);
-               glVertex2f (-5000, -5000);
-               glVertex2f (10000, -5000);
-               glVertex2f (-5000, 10000);
-               glEnd ();
-       }
+       R_DrawModels();
+       R_TimeReport("models");
 
-       glEnable (GL_CULL_FACE);
-       glEnable (GL_DEPTH_TEST);
-       glDisable(GL_BLEND);
-       glEnable(GL_TEXTURE_2D);
-}
+       R_DrawParticles();
+       R_TimeReport("particles");
 
-/*
-#define TIMEREPORT(DESC) \
-       if (r_speeds2.value)\
-       {\
-               temptime = -currtime;\
-               currtime = Sys_FloatTime();\
-               temptime += currtime;\
-               Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
-       }
-*/
-#define TIMEREPORT(VAR) \
-       if (r_speeds2.value)\
-       {\
-               temptime = currtime;\
-               currtime = Sys_FloatTime();\
-               VAR = (int) ((currtime - temptime) * 1000000.0);\
-       }\
-       else\
-               VAR = 0;
+       R_DrawExplosions();
+       R_TimeReport("explosions");
 
-/*
-================
-R_RenderView
+       // don't let sound skip if going slow
+       if (!intimerefresh && !r_speeds.integer)
+               S_ExtraUpdate ();
 
-r_refdef must be set before the first call
-================
-*/
-extern qboolean intimerefresh;
-extern qboolean skyisvisible;
-extern void R_Sky();
-extern void UploadLightmaps();
-char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81];
-void R_RenderView (void)
-{
-       double starttime, currtime, temptime;
-       int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_transpoly, time_blend, time_total;
-//     double currtime, temptime;
-//     if (r_norefresh.value)
-//             return;
+       R_DrawWorld(world);
+       R_TimeReport("world");
 
-       if (!r_worldentity.model || !cl.worldmodel)
-               Sys_Error ("R_RenderView: NULL worldmodel");
+       R_MeshQueue_RenderTransparent();
+       R_TimeReport("drawtrans");
 
-       lighthalf = gl_lightmode.value;
+       R_DrawCoronas();
+       R_TimeReport("coronas");
 
-       FOG_framebegin();
+       R_DrawCrosshair();
+       R_TimeReport("crosshair");
 
-       if (r_speeds2.value)
-       {
-               starttime = currtime = Sys_FloatTime();
-//             Con_Printf("render time: ");
-       }
-       else
-               starttime = currtime = 0;
-       R_Clear();
-       skypolyclear();
-       wallpolyclear();
-       transpolyclear();
-       skyisvisible = false;
-       TIMEREPORT(time_clear)
-
-       // render normal view
-
-       R_SetupFrame ();
-       R_SetFrustum ();
-       R_SetupGL ();
-       TIMEREPORT(time_setup)
-
-       R_MarkLeaves ();        // done here so we know if we're in water
-       R_DrawWorld ();         // adds static entities to the list
-       TIMEREPORT(time_world)
-       R_DrawEntitiesOnList1 (); // BSP models
-       TIMEREPORT(time_bmodels)
-
-       UploadLightmaps();
-       TIMEREPORT(time_upload)
-
-       skypolyrender(); // fogged sky polys, affects depth
-
-       if (skyname[0] && skyisvisible && !fogenabled)
-               R_Sky(); // does not affect depth, draws over the sky polys
-       TIMEREPORT(time_sky)
-
-       wallpolyrender();
-       TIMEREPORT(time_wall)
-
-//     if (!intimerefresh)
-//             S_ExtraUpdate ();       // don't let sound get messed up if going slow
-
-       R_DrawEntitiesOnList2 (); // other models
-//     R_RenderDlights ();
-       R_DrawViewModel ();
-       TIMEREPORT(time_models)
-       R_MoveParticles ();
-       TIMEREPORT(time_moveparticles)
-       R_DrawParticles ();
-       TIMEREPORT(time_drawparticles)
-       R_MoveExplosions();
-       TIMEREPORT(time_moveexplosions)
-       R_DrawExplosions();
-       TIMEREPORT(time_drawexplosions)
+       R_BlendView();
+       R_TimeReport("blendview");
 
-       transpolyrender();
-       TIMEREPORT(time_transpoly)
+       R_MeshQueue_Render();
+       R_MeshQueue_EndScene();
+       R_Mesh_Finish();
+       R_TimeReport("meshfinish");
+}
 
-       FOG_frameend();
+void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+{
+       int i;
+       float *v, *c, f1, f2, diff[3];
+       rmeshbufferinfo_t m;
+       m.numtriangles = 12;
+       m.numverts = 8;
+       m.blendfunc1 = GL_SRC_ALPHA;
+       m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       Matrix4x4_CreateIdentity(&m.matrix);
+       if (R_Mesh_Draw_GetBuffer(&m, false))
+       {
+               m.vertex[ 0] = mins[0];m.vertex[ 1] = mins[1];m.vertex[ 2] = mins[2];
+               m.vertex[ 4] = maxs[0];m.vertex[ 5] = mins[1];m.vertex[ 6] = mins[2];
+               m.vertex[ 8] = mins[0];m.vertex[ 9] = maxs[1];m.vertex[10] = mins[2];
+               m.vertex[12] = maxs[0];m.vertex[13] = maxs[1];m.vertex[14] = mins[2];
+               m.vertex[16] = mins[0];m.vertex[17] = mins[1];m.vertex[18] = maxs[2];
+               m.vertex[20] = maxs[0];m.vertex[21] = mins[1];m.vertex[22] = maxs[2];
+               m.vertex[24] = mins[0];m.vertex[25] = maxs[1];m.vertex[26] = maxs[2];
+               m.vertex[28] = maxs[0];m.vertex[29] = maxs[1];m.vertex[30] = maxs[2];
+               m.color[ 0] = m.color[ 4] = m.color[ 8] = m.color[12] = m.color[16] = m.color[20] = m.color[24] = m.color[28] = cr * m.colorscale;
+               m.color[ 1] = m.color[ 5] = m.color[ 9] = m.color[13] = m.color[17] = m.color[21] = m.color[25] = m.color[29] = cg * m.colorscale;
+               m.color[ 2] = m.color[ 6] = m.color[10] = m.color[14] = m.color[18] = m.color[22] = m.color[26] = m.color[30] = cb * m.colorscale;
+               m.color[ 3] = m.color[ 7] = m.color[11] = m.color[15] = m.color[19] = m.color[23] = m.color[27] = m.color[31] = ca;
+               if (fogenabled)
+               {
+                       for (i = 0, v = m.vertex, c = m.color;i < m.numverts;i++, v += 4, c += 4)
+                       {
+                               VectorSubtract(v, r_origin, diff);
+                               f2 = exp(fogdensity/DotProduct(diff, diff));
+                               f1 = 1 - f2;
+                               f2 *= m.colorscale;
+                               c[0] = c[0] * f1 + fogcolor[0] * f2;
+                               c[1] = c[1] * f1 + fogcolor[1] * f2;
+                               c[2] = c[2] * f1 + fogcolor[2] * f2;
+                       }
+               }
+               R_Mesh_Render();
+       }
+}
 
-       GL_BlendView();
-       TIMEREPORT(time_blend)
-       if (r_speeds2.value)
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = calldata1;
+       int i;
+       float f1, f2, *c, diff[3];
+       rmeshbufferinfo_t m;
+       memset(&m, 0, sizeof(m));
+       if (ent->flags & EF_ADDITIVE)
+       {
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE;
+       }
+       else if (ent->alpha < 1)
        {
-               time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
-//             Con_Printf("\n");
-               sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
-               sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
-               sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
-               sprintf(r_speeds2_string4, "%6ius clear  %6ius setup  %6ius world  %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
-               sprintf(r_speeds2_string5, "%6ius sky    %6ius wall   %6ius models %6ius mpart  %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
-               sprintf(r_speeds2_string6, "%6ius trans  %6ius blend  %6ius total  %6ius permdl", time_transpoly, time_blend, time_total, time_models / max(c_models, 1));
+               m.blendfunc1 = GL_SRC_ALPHA;
+               m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+       }
+       else
+       {
+               m.blendfunc1 = GL_ONE;
+               m.blendfunc2 = GL_ZERO;
+       }
+       m.numtriangles = 8;
+       m.numverts = 6;
+       m.matrix = ent->matrix;
+       if (R_Mesh_Draw_GetBuffer(&m, false))
+       {
+               m.index[ 0] = 5;m.index[ 1] = 2;m.index[ 2] = 0;
+               m.index[ 3] = 5;m.index[ 4] = 1;m.index[ 5] = 2;
+               m.index[ 6] = 5;m.index[ 7] = 0;m.index[ 8] = 3;
+               m.index[ 9] = 5;m.index[10] = 3;m.index[11] = 1;
+               m.index[12] = 0;m.index[13] = 2;m.index[14] = 4;
+               m.index[15] = 2;m.index[16] = 1;m.index[17] = 4;
+               m.index[18] = 3;m.index[19] = 0;m.index[20] = 4;
+               m.index[21] = 1;m.index[22] = 3;m.index[23] = 4;
+               m.vertex[ 0] = -16;m.vertex[ 1] =   0;m.vertex[ 2] =   0;
+               m.vertex[ 4] =  16;m.vertex[ 5] =   0;m.vertex[ 6] =   0;
+               m.vertex[ 8] =   0;m.vertex[ 9] = -16;m.vertex[10] =   0;
+               m.vertex[12] =   0;m.vertex[13] =  16;m.vertex[14] =   0;
+               m.vertex[16] =   0;m.vertex[17] =   0;m.vertex[18] = -16;
+               m.vertex[20] =   0;m.vertex[21] =   0;m.vertex[22] =  16;
+               m.color[ 0] = 0.00f;m.color[ 1] = 0.00f;m.color[ 2] = 0.50f;m.color[ 3] = ent->alpha;
+               m.color[ 4] = 0.00f;m.color[ 5] = 0.00f;m.color[ 6] = 0.50f;m.color[ 7] = ent->alpha;
+               m.color[ 8] = 0.00f;m.color[ 9] = 0.50f;m.color[10] = 0.00f;m.color[11] = ent->alpha;
+               m.color[12] = 0.00f;m.color[13] = 0.50f;m.color[14] = 0.00f;m.color[15] = ent->alpha;
+               m.color[16] = 0.50f;m.color[17] = 0.00f;m.color[18] = 0.00f;m.color[19] = ent->alpha;
+               m.color[20] = 0.50f;m.color[21] = 0.00f;m.color[22] = 0.00f;m.color[23] = ent->alpha;
+               if (fogenabled)
+               {
+                       VectorSubtract(ent->origin, r_origin, diff);
+                       f2 = exp(fogdensity/DotProduct(diff, diff));
+                       f1 = 1 - f2;
+                       for (i = 0, c = m.color;i < m.numverts;i++, c += 4)
+                       {
+                               c[0] = (c[0] * f1 + fogcolor[0] * f2) * m.colorscale;
+                               c[1] = (c[1] * f1 + fogcolor[1] * f2) * m.colorscale;
+                               c[2] = (c[2] * f1 + fogcolor[2] * f2) * m.colorscale;
+                       }
+               }
+               else
+               {
+                       for (i = 0, c = m.color;i < m.numverts;i++, c += 4)
+                       {
+                               c[0] *= m.colorscale;
+                               c[1] *= m.colorscale;
+                               c[2] *= m.colorscale;
+                       }
+               }
+               R_Mesh_Render();
        }
 }
+
+void R_DrawNoModel(entity_render_t *ent)
+{
+       //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
+               R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+       //else
+       //      R_DrawNoModelCallback(ent, 0);
+}
+