]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added RENDERPATH_GLES2
[xonotic/darkplaces.git] / gl_rmain.c
index 6156c5c50e7660df2b5dbb1d12f2b7ed595d1523..69b41d9eaa492c00e7fba9225ce0c24afd2a9778 100644 (file)
@@ -27,6 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "ft2.h"
 #include "csprogs.h"
 #include "cl_video.h"
+#include "dpsoftrast.h"
 
 #ifdef SUPPORTD3D
 #include <d3d9.h>
@@ -170,13 +171,13 @@ cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright t
 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
-cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
+cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
 
 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
-cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
+cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
 
 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
 
@@ -186,16 +187,18 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
-cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accordingly, 2: Make it a continuous rotation"};
 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
-cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
-cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "5", "fake perspective effect for SPR_OVERHEAD sprites"};
+cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "15", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
+cvar_t r_overheadsprites_scalex = {CVAR_SAVE, "r_overheadsprites_scalex", "1", "additional scale for overhead sprites for x axis"};
+cvar_t r_overheadsprites_scaley = {CVAR_SAVE, "r_overheadsprites_scaley", "1", "additional scale for overhead sprites for y axis"};
 
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
 
-cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
+cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
 
 extern cvar_t v_glslgamma;
 
@@ -974,19 +977,18 @@ static const char *builtinshaderstring =
 "      // content.\n"
 "      // Remove this 'ack once we have a better way to stop this thing from\n"
 "      // 'appening.\n"
-"      float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
-"      f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
-"      f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
-"      f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
-"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
-"      float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
-"      f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
+"      float f  = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
+"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
+"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
+"      f       *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
+"      ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
+"      f  = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
+"      f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
+"      f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
+"      f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
 "      ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
 "      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
 "      gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
-"      gl_FragColor.a = f1 + 0.5;\n"
 "}\n"
 "#endif\n"
 "#else // !MODE_WATER\n"
@@ -2283,10 +2285,10 @@ const char *builtincgshaderstring =
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
 "      f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
 "      ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
-"      f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
-"      f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
+"      f  = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
+"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
+"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
+"      f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
 "      ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
 "      float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
 "      gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
@@ -3318,6 +3320,36 @@ const char *builtincgshaderstring =
 "#endif // !MODE_DEPTH_OR_SHADOW\n"
 ;
 
+/*
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+
+
+
+=========================================================================================================================================================
+*/
+
+const char *builtingles2shaderstring = ""; // FIXME GLES2
+
 char *glslshaderstring = NULL;
 char *cgshaderstring = NULL;
 char *hlslshaderstring = NULL;
@@ -3341,40 +3373,6 @@ typedef struct shadermodeinfo_s
 }
 shadermodeinfo_t;
 
-typedef enum shaderpermutation_e
-{
-       SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
-       SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
-       SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only), use vertex colors (generic only)
-       SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
-       SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
-       SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
-       SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
-       SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
-       SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
-       SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
-       SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
-       SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
-       SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
-       SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-       SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
-       SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-       SHADERPERMUTATION_SHADOWMAP2D = 1<<17, ///< (lightsource) use shadowmap texture as light filter
-       SHADERPERMUTATION_SHADOWMAPPCF = 1<<18, ///< (lightsource) use percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<19, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
-       SHADERPERMUTATION_SHADOWSAMPLER = 1<<20, ///< (lightsource) use hardware shadowmap test
-       SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<21, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
-       SHADERPERMUTATION_SHADOWMAPORTHO = 1<<22, //< (lightsource) use orthographic shadowmap projection
-       SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<23, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
-       SHADERPERMUTATION_ALPHAKILL = 1<<24, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
-       SHADERPERMUTATION_REFLECTCUBE = 1<<25, ///< fake reflections using global cubemap (not HDRI light probe)
-       SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<26, // (water) counter-direction normalmaps scrolling
-       SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
-       SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
-}
-shaderpermutation_t;
-
 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
 {
@@ -3407,29 +3405,6 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
 };
 
-// this enum selects which of the glslshadermodeinfo entries should be used
-typedef enum shadermode_e
-{
-       SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
-       SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
-       SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
-       SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
-       SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
-       SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
-       SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
-       SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
-       SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
-       SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
-       SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
-       SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
-       SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
-       SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
-       SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
-       SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
-       SHADERMODE_COUNT
-}
-shadermode_t;
-
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
 {
@@ -3473,7 +3448,6 @@ shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
 };
 #endif
 
-#ifdef SUPPORTD3D
 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
 {
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
@@ -3493,7 +3467,26 @@ shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
 };
-#endif
+
+shadermodeinfo_t gles2shadermodeinfo[SHADERMODE_COUNT] =
+{
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_GENERIC\n", " generic"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
+       {"gles2/default.glsl", NULL, NULL                , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_WATER\n", " water"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
+       {"gles2/default.glsl", NULL, "gles2/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
+};
 
 struct r_glsl_permutation_s;
 typedef struct r_glsl_permutation_s
@@ -3507,6 +3500,36 @@ typedef struct r_glsl_permutation_s
        qboolean compiled;
        /// 0 if compilation failed
        int program;
+       // texture units assigned to each detected uniform
+       int tex_Texture_First;
+       int tex_Texture_Second;
+       int tex_Texture_GammaRamps;
+       int tex_Texture_Normal;
+       int tex_Texture_Color;
+       int tex_Texture_Gloss;
+       int tex_Texture_Glow;
+       int tex_Texture_SecondaryNormal;
+       int tex_Texture_SecondaryColor;
+       int tex_Texture_SecondaryGloss;
+       int tex_Texture_SecondaryGlow;
+       int tex_Texture_Pants;
+       int tex_Texture_Shirt;
+       int tex_Texture_FogHeightTexture;
+       int tex_Texture_FogMask;
+       int tex_Texture_Lightmap;
+       int tex_Texture_Deluxemap;
+       int tex_Texture_Attenuation;
+       int tex_Texture_Cube;
+       int tex_Texture_Refraction;
+       int tex_Texture_Reflection;
+       int tex_Texture_ShadowMap2D;
+       int tex_Texture_CubeProjection;
+       int tex_Texture_ScreenDepth;
+       int tex_Texture_ScreenNormalMap;
+       int tex_Texture_ScreenDiffuse;
+       int tex_Texture_ScreenSpecular;
+       int tex_Texture_ReflectMask;
+       int tex_Texture_ReflectCube;
        /// locations of detected uniforms in program object, or -1 if not found
        int loc_Texture_First;
        int loc_Texture_Second;
@@ -3708,6 +3731,20 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
                memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
                return shaderstring;
        }
+       if (!strcmp(filename, "gles2/default.glsl"))
+       {
+               if (!glslshaderstring)
+               {
+                       glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+                       if (glslshaderstring)
+                               Con_DPrintf("Loading shaders from file %s...\n", filename);
+                       else
+                               glslshaderstring = (char *)builtingles2shaderstring;
+               }
+               shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
+               memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
+               return shaderstring;
+       }
        shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
        if (shaderstring)
        {
@@ -3721,7 +3758,8 @@ static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
 {
        int i;
-       shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
+       int sampler;
+       shadermodeinfo_t *modeinfo = vid.renderpath == RENDERPATH_GLES2 ? gles2shadermodeinfo + mode : glslshadermodeinfo + mode;
        char *vertexstring, *geometrystring, *fragmentstring;
        char permutationname[256];
        int vertstrings_count = 0;
@@ -3802,124 +3840,167 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        if (p->program)
        {
                CHECKGLERROR
-               qglUseProgramObjectARB(p->program);CHECKGLERROR
+               qglUseProgram(p->program);CHECKGLERROR
                // look up all the uniform variable names we care about, so we don't
                // have to look them up every time we set them
 
-               p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
-               p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
-               p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
-               p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
-               p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
-               p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
-               p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
-               p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
-               p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
-               p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
-               p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
-               p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
-               p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
-               p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
-               p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
-               p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
-               p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
-               p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
-               p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
-               p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
-               p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
-               p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
-               p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
-               p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
-               p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
-               p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
-               p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
-               p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
-               p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
-               p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
-               p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
-               p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
-               p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
-               p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
-               p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
-               p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
-               p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
-               p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
-               p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
-               p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
-               p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
-               p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
-               p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
-               p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
-               p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
-               p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
-               p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
-               p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
-               p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
-               p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
-               p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
-               p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
-               p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
-               p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
-               p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
-               p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
-               p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
-               p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
-               p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
-               p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
-               p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
-               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
-               p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
-               p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
-               p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
-               p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
-               p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
-               p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
-               p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
-               p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
-               p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
-               p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
-               p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
-               p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
-               p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
-               p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
-               p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
-               p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
-               p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
-               p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
-               p->loc_BloomColorSubtract         = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
-               p->loc_NormalmapScrollBlend       = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
+               p->loc_Texture_First              = qglGetUniformLocation(p->program, "Texture_First");
+               p->loc_Texture_Second             = qglGetUniformLocation(p->program, "Texture_Second");
+               p->loc_Texture_GammaRamps         = qglGetUniformLocation(p->program, "Texture_GammaRamps");
+               p->loc_Texture_Normal             = qglGetUniformLocation(p->program, "Texture_Normal");
+               p->loc_Texture_Color              = qglGetUniformLocation(p->program, "Texture_Color");
+               p->loc_Texture_Gloss              = qglGetUniformLocation(p->program, "Texture_Gloss");
+               p->loc_Texture_Glow               = qglGetUniformLocation(p->program, "Texture_Glow");
+               p->loc_Texture_SecondaryNormal    = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
+               p->loc_Texture_SecondaryColor     = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
+               p->loc_Texture_SecondaryGloss     = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
+               p->loc_Texture_SecondaryGlow      = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
+               p->loc_Texture_Pants              = qglGetUniformLocation(p->program, "Texture_Pants");
+               p->loc_Texture_Shirt              = qglGetUniformLocation(p->program, "Texture_Shirt");
+               p->loc_Texture_FogHeightTexture   = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
+               p->loc_Texture_FogMask            = qglGetUniformLocation(p->program, "Texture_FogMask");
+               p->loc_Texture_Lightmap           = qglGetUniformLocation(p->program, "Texture_Lightmap");
+               p->loc_Texture_Deluxemap          = qglGetUniformLocation(p->program, "Texture_Deluxemap");
+               p->loc_Texture_Attenuation        = qglGetUniformLocation(p->program, "Texture_Attenuation");
+               p->loc_Texture_Cube               = qglGetUniformLocation(p->program, "Texture_Cube");
+               p->loc_Texture_Refraction         = qglGetUniformLocation(p->program, "Texture_Refraction");
+               p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
+               p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
+               p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
+               p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
+               p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
+               p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
+               p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
+               p->loc_Texture_ReflectMask        = qglGetUniformLocation(p->program, "Texture_ReflectMask");
+               p->loc_Texture_ReflectCube        = qglGetUniformLocation(p->program, "Texture_ReflectCube");
+               p->loc_Alpha                      = qglGetUniformLocation(p->program, "Alpha");
+               p->loc_BloomBlur_Parameters       = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
+               p->loc_ClientTime                 = qglGetUniformLocation(p->program, "ClientTime");
+               p->loc_Color_Ambient              = qglGetUniformLocation(p->program, "Color_Ambient");
+               p->loc_Color_Diffuse              = qglGetUniformLocation(p->program, "Color_Diffuse");
+               p->loc_Color_Specular             = qglGetUniformLocation(p->program, "Color_Specular");
+               p->loc_Color_Glow                 = qglGetUniformLocation(p->program, "Color_Glow");
+               p->loc_Color_Pants                = qglGetUniformLocation(p->program, "Color_Pants");
+               p->loc_Color_Shirt                = qglGetUniformLocation(p->program, "Color_Shirt");
+               p->loc_DeferredColor_Ambient      = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
+               p->loc_DeferredColor_Diffuse      = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
+               p->loc_DeferredColor_Specular     = qglGetUniformLocation(p->program, "DeferredColor_Specular");
+               p->loc_DeferredMod_Diffuse        = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
+               p->loc_DeferredMod_Specular       = qglGetUniformLocation(p->program, "DeferredMod_Specular");
+               p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
+               p->loc_EyePosition                = qglGetUniformLocation(p->program, "EyePosition");
+               p->loc_FogColor                   = qglGetUniformLocation(p->program, "FogColor");
+               p->loc_FogHeightFade              = qglGetUniformLocation(p->program, "FogHeightFade");
+               p->loc_FogPlane                   = qglGetUniformLocation(p->program, "FogPlane");
+               p->loc_FogPlaneViewDist           = qglGetUniformLocation(p->program, "FogPlaneViewDist");
+               p->loc_FogRangeRecip              = qglGetUniformLocation(p->program, "FogRangeRecip");
+               p->loc_LightColor                 = qglGetUniformLocation(p->program, "LightColor");
+               p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
+               p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
+               p->loc_OffsetMapping_Scale        = qglGetUniformLocation(p->program, "OffsetMapping_Scale");
+               p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
+               p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
+               p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
+               p->loc_ReflectOffset              = qglGetUniformLocation(p->program, "ReflectOffset");
+               p->loc_RefractColor               = qglGetUniformLocation(p->program, "RefractColor");
+               p->loc_Saturation                 = qglGetUniformLocation(p->program, "Saturation");
+               p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
+               p->loc_ScreenScaleRefractReflect  = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
+               p->loc_ScreenToDepth              = qglGetUniformLocation(p->program, "ScreenToDepth");
+               p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
+               p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
+               p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
+               p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
+               p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
+               p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
+               p->loc_UserVec4                   = qglGetUniformLocation(p->program, "UserVec4");
+               p->loc_ViewTintColor              = qglGetUniformLocation(p->program, "ViewTintColor");
+               p->loc_ViewToLight                = qglGetUniformLocation(p->program, "ViewToLight");
+               p->loc_ModelToLight               = qglGetUniformLocation(p->program, "ModelToLight");
+               p->loc_TexMatrix                  = qglGetUniformLocation(p->program, "TexMatrix");
+               p->loc_BackgroundTexMatrix        = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
+               p->loc_ModelViewMatrix            = qglGetUniformLocation(p->program, "ModelViewMatrix");
+               p->loc_ModelViewProjectionMatrix  = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
+               p->loc_PixelToScreenTexCoord      = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
+               p->loc_ModelToReflectCube         = qglGetUniformLocation(p->program, "ModelToReflectCube");
+               p->loc_ShadowMapMatrix            = qglGetUniformLocation(p->program, "ShadowMapMatrix");
+               p->loc_BloomColorSubtract         = qglGetUniformLocation(p->program, "BloomColorSubtract");
+               p->loc_NormalmapScrollBlend       = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
                // initialize the samplers to refer to the texture units we use
-               if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
-               if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
-               if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
-               if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
-               if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
-               if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
-               if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
-               if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
-               if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
-               if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
-               if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
-               if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
-               if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
-               if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
-               if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
-               if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
-               if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
-               if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
-               if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
-               if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
-               if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
-               if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , GL20TU_SHADOWMAP2D);
-               if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
-               if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
-               if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
-               if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
-               if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
-               if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
-               if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
+               p->tex_Texture_First = -1;
+               p->tex_Texture_Second = -1;
+               p->tex_Texture_GammaRamps = -1;
+               p->tex_Texture_Normal = -1;
+               p->tex_Texture_Color = -1;
+               p->tex_Texture_Gloss = -1;
+               p->tex_Texture_Glow = -1;
+               p->tex_Texture_SecondaryNormal = -1;
+               p->tex_Texture_SecondaryColor = -1;
+               p->tex_Texture_SecondaryGloss = -1;
+               p->tex_Texture_SecondaryGlow = -1;
+               p->tex_Texture_Pants = -1;
+               p->tex_Texture_Shirt = -1;
+               p->tex_Texture_FogHeightTexture = -1;
+               p->tex_Texture_FogMask = -1;
+               p->tex_Texture_Lightmap = -1;
+               p->tex_Texture_Deluxemap = -1;
+               p->tex_Texture_Attenuation = -1;
+               p->tex_Texture_Cube = -1;
+               p->tex_Texture_Refraction = -1;
+               p->tex_Texture_Reflection = -1;
+               p->tex_Texture_ShadowMap2D = -1;
+               p->tex_Texture_CubeProjection = -1;
+               p->tex_Texture_ScreenDepth = -1;
+               p->tex_Texture_ScreenNormalMap = -1;
+               p->tex_Texture_ScreenDiffuse = -1;
+               p->tex_Texture_ScreenSpecular = -1;
+               p->tex_Texture_ReflectMask = -1;
+               p->tex_Texture_ReflectCube = -1;
+               sampler = 0;
+               if (p->loc_Texture_First           >= 0) {p->tex_Texture_First            = sampler;qglUniform1i(p->loc_Texture_First           , sampler);sampler++;}
+               if (p->loc_Texture_Second          >= 0) {p->tex_Texture_Second           = sampler;qglUniform1i(p->loc_Texture_Second          , sampler);sampler++;}
+               if (p->loc_Texture_GammaRamps      >= 0) {p->tex_Texture_GammaRamps       = sampler;qglUniform1i(p->loc_Texture_GammaRamps      , sampler);sampler++;}
+               if (p->loc_Texture_Normal          >= 0) {p->tex_Texture_Normal           = sampler;qglUniform1i(p->loc_Texture_Normal          , sampler);sampler++;}
+               if (p->loc_Texture_Color           >= 0) {p->tex_Texture_Color            = sampler;qglUniform1i(p->loc_Texture_Color           , sampler);sampler++;}
+               if (p->loc_Texture_Gloss           >= 0) {p->tex_Texture_Gloss            = sampler;qglUniform1i(p->loc_Texture_Gloss           , sampler);sampler++;}
+               if (p->loc_Texture_Glow            >= 0) {p->tex_Texture_Glow             = sampler;qglUniform1i(p->loc_Texture_Glow            , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal  = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryColor  >= 0) {p->tex_Texture_SecondaryColor   = sampler;qglUniform1i(p->loc_Texture_SecondaryColor  , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryGloss  >= 0) {p->tex_Texture_SecondaryGloss   = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss  , sampler);sampler++;}
+               if (p->loc_Texture_SecondaryGlow   >= 0) {p->tex_Texture_SecondaryGlow    = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow   , sampler);sampler++;}
+               if (p->loc_Texture_Pants           >= 0) {p->tex_Texture_Pants            = sampler;qglUniform1i(p->loc_Texture_Pants           , sampler);sampler++;}
+               if (p->loc_Texture_Shirt           >= 0) {p->tex_Texture_Shirt            = sampler;qglUniform1i(p->loc_Texture_Shirt           , sampler);sampler++;}
+               if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
+               if (p->loc_Texture_FogMask         >= 0) {p->tex_Texture_FogMask          = sampler;qglUniform1i(p->loc_Texture_FogMask         , sampler);sampler++;}
+               if (p->loc_Texture_Lightmap        >= 0) {p->tex_Texture_Lightmap         = sampler;qglUniform1i(p->loc_Texture_Lightmap        , sampler);sampler++;}
+               if (p->loc_Texture_Deluxemap       >= 0) {p->tex_Texture_Deluxemap        = sampler;qglUniform1i(p->loc_Texture_Deluxemap       , sampler);sampler++;}
+               if (p->loc_Texture_Attenuation     >= 0) {p->tex_Texture_Attenuation      = sampler;qglUniform1i(p->loc_Texture_Attenuation     , sampler);sampler++;}
+               if (p->loc_Texture_Cube            >= 0) {p->tex_Texture_Cube             = sampler;qglUniform1i(p->loc_Texture_Cube            , sampler);sampler++;}
+               if (p->loc_Texture_Refraction      >= 0) {p->tex_Texture_Refraction       = sampler;qglUniform1i(p->loc_Texture_Refraction      , sampler);sampler++;}
+               if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
+               if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
+               if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
+               if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
+               if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
+               if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
+               if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
+               if (p->loc_Texture_ReflectMask     >= 0) {p->tex_Texture_ReflectMask      = sampler;qglUniform1i(p->loc_Texture_ReflectMask     , sampler);sampler++;}
+               if (p->loc_Texture_ReflectCube     >= 0) {p->tex_Texture_ReflectCube      = sampler;qglUniform1i(p->loc_Texture_ReflectCube     , sampler);sampler++;}
+               if (vid.renderpath == RENDERPATH_GLES2)
+               {
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_POSITION , "Attrib_Position" );
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_COLOR    , "Attrib_Color"    );
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD0, "Attrib_TexCoord0");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD1, "Attrib_TexCoord1");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD2, "Attrib_TexCoord2");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD3, "Attrib_TexCoord3");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD4, "Attrib_TexCoord4");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD5, "Attrib_TexCoord5");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD6, "Attrib_TexCoord6");
+                       qglBindAttribLocation(p->program, GLES2ATTRIB_TEXCOORD7, "Attrib_TexCoord7");
+               }
                CHECKGLERROR
-               Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
+               Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
        }
        else
                Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
@@ -3964,17 +4045,17 @@ void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutatio
                                {
                                        //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
                                        r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
-                                       qglUseProgramObjectARB(0);CHECKGLERROR
+                                       qglUseProgram(0);CHECKGLERROR
                                        return; // no bit left to clear, entire mode is broken
                                }
                        }
                }
                CHECKGLERROR
-               qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+               qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
        }
-       if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
-       if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
-       if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
+       if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+       if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+       if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
 }
 
 #ifdef SUPPORTCG
@@ -4989,10 +5070,18 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
 }
 #endif
 
+void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
+{
+       DPSOFTRAST_SetShader(mode, permutation);
+       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
+}
+
 void R_GLSL_Restart_f(void)
 {
        unsigned int i, limit;
-       if (glslshaderstring && glslshaderstring != builtinshaderstring)
+       if (glslshaderstring && glslshaderstring != builtinshaderstring && glslshaderstring != builtingles2shaderstring)
                Mem_Free(glslshaderstring);
        glslshaderstring = NULL;
        if (cgshaderstring && cgshaderstring != builtincgshaderstring)
@@ -5035,6 +5124,7 @@ void R_GLSL_Restart_f(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                {
                        r_glsl_permutation_t *p;
                        r_glsl_permutation = NULL;
@@ -5078,6 +5168,8 @@ void R_GLSL_Restart_f(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 }
 
@@ -5103,6 +5195,23 @@ void R_GLSL_DumpShader_f(void)
        else
                Con_Printf("failed to write to glsl/default.glsl\n");
 
+       file = FS_OpenRealFile("gles2/default.glsl", "w", false);
+       if (file)
+       {
+               FS_Print(file, "/* The engine may define the following macros:\n");
+               FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
+               for (i = 0;i < SHADERMODE_COUNT;i++)
+                       FS_Print(file, glslshadermodeinfo[i].pretext);
+               for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+                       FS_Print(file, shaderpermutationinfo[i].pretext);
+               FS_Print(file, "*/\n");
+               FS_Print(file, builtingles2shaderstring);
+               FS_Close(file);
+               Con_Printf("gles2/default.glsl written\n");
+       }
+       else
+               Con_Printf("failed to write to glsl/default.glsl\n");
+
 #ifdef SUPPORTCG
        file = FS_OpenRealFile("cg/default.cg", "w", false);
        if (file)
@@ -5122,7 +5231,6 @@ void R_GLSL_DumpShader_f(void)
                Con_Printf("failed to write to cg/default.cg\n");
 #endif
 
-#ifdef SUPPORTD3D
        file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
        if (file)
        {
@@ -5139,7 +5247,6 @@ void R_GLSL_DumpShader_f(void)
        }
        else
                Con_Printf("failed to write to hlsl/default.hlsl\n");
-#endif
 }
 
 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
@@ -5162,9 +5269,10 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
-               R_Mesh_TexBind(GL20TU_FIRST , first );
-               R_Mesh_TexBind(GL20TU_SECOND, second);
+               R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
+               R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
                break;
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
@@ -5184,6 +5292,11 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
        case RENDERPATH_GL11:
                R_Mesh_TexBind(0, first );
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, SHADERPERMUTATION_VIEWTINT | (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
+               R_Mesh_TexBind(GL20TU_FIRST , first );
+               R_Mesh_TexBind(GL20TU_SECOND, second);
+               break;
        }
 }
 
@@ -5203,6 +5316,7 @@ void R_SetupShader_DepthOrShadow(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
                break;
        case RENDERPATH_CGGL:
@@ -5217,6 +5331,9 @@ void R_SetupShader_DepthOrShadow(void)
        case RENDERPATH_GL11:
                R_Mesh_TexBind(0, 0);
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, 0);
+               break;
        }
 }
 
@@ -5236,6 +5353,7 @@ void R_SetupShader_ShowDepth(void)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
                break;
        case RENDERPATH_CGGL:
@@ -5247,6 +5365,9 @@ void R_SetupShader_ShowDepth(void)
                break;
        case RENDERPATH_GL11:
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, 0);
+               break;
        }
 }
 
@@ -5274,7 +5395,6 @@ extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
-extern cvar_t gl_mesh_separatearrays;
 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
 {
        // a blendfunc allows colormod if:
@@ -5391,8 +5511,18 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        mode = SHADERMODE_WATER;
                        if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
                                permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
+                       {
+                               // this is the right thing to do for wateralpha
+                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
+                       }
+                       else
+                       {
+                               // this is the right thing to do for entity alpha
+                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                               allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       }
                }
                else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
                {
@@ -5729,7 +5859,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                else
                {
-                       if (mode == SHADERMODE_LIGHTDIRECTION)                                   
+                       if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
                                hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -5862,7 +5992,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
-               if (gl_mesh_separatearrays.integer)
+       case RENDERPATH_GLES2:
+               if (!vid.useinterleavedarrays)
                {
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
                        R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
@@ -5879,142 +6010,142 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
                }
                R_SetupShader_SetPermutationGLSL(mode, permutation);
-               if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
                if (mode == SHADERMODE_LIGHTSOURCE)
                {
-                       if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
-                       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.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_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
-                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
-                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+                       if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
+                       if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+                       if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                       if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
        
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
-                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                               qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                }
                else
                {
                        if (mode == SHADERMODE_FLATCOLOR)
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
                        }
                        else if (mode == SHADERMODE_LIGHTDIRECTION)
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
-                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+                               if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
                        else
                        {
-                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
-                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
-                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+                               if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                               if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
                        {
                                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
-                                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+                                       qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                                else
-                                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                                       qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
                        }
-                       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
-                       if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
-                       if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
-                       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
-                       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
-                       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
-                       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
-                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
-                       if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
-               }
-               if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-
-               if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
-               if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
-               if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+                       if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+                       if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+                       if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+                       if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+               }
+               if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+               if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+               if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+               if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
                if (r_glsl_permutation->loc_Color_Pants >= 0)
                {
                        if (rsurface.texture->pantstexture)
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
                        else
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
                }
                if (r_glsl_permutation->loc_Color_Shirt >= 0)
                {
                        if (rsurface.texture->shirttexture)
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                               qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
                        else
-                               qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
-               }
-               if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
-               if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
-               if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
-               if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
-               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
-               if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2fARB(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
-       //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
-       //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
-       //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
-               if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
-               if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
-               if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
-               if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
-               if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
-               if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
-               if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
-               if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
-               if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
-               if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
-               if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
-               if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
-               if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
-               if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
-               if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
-               if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
-               if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
+                               qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+               }
+               if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+               if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
+               if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
+               if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
+               if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
+               if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+               if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
+               if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
+               if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps       , r_texture_gammaramps                                );
+               if (r_glsl_permutation->tex_Texture_Normal          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal           , rsurface.texture->nmaptexture                       );
+               if (r_glsl_permutation->tex_Texture_Color           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color            , rsurface.texture->basetexture                       );
+               if (r_glsl_permutation->tex_Texture_Gloss           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss            , rsurface.texture->glosstexture                      );
+               if (r_glsl_permutation->tex_Texture_Glow            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow             , rsurface.texture->glowtexture                       );
+               if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal  , rsurface.texture->backgroundnmaptexture             );
+               if (r_glsl_permutation->tex_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor   , rsurface.texture->backgroundbasetexture             );
+               if (r_glsl_permutation->tex_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss   , rsurface.texture->backgroundglosstexture            );
+               if (r_glsl_permutation->tex_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow    , rsurface.texture->backgroundglowtexture             );
+               if (r_glsl_permutation->tex_Texture_Pants           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants            , rsurface.texture->pantstexture                      );
+               if (r_glsl_permutation->tex_Texture_Shirt           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt            , rsurface.texture->shirttexture                      );
+               if (r_glsl_permutation->tex_Texture_ReflectMask     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask      , rsurface.texture->reflectmasktexture                );
+               if (r_glsl_permutation->tex_Texture_ReflectCube     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube      , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture                          );
+               if (r_glsl_permutation->tex_Texture_FogMask         >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask          , r_texture_fogattenuation                            );
+               if (r_glsl_permutation->tex_Texture_Lightmap        >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap         , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
+               if (r_glsl_permutation->tex_Texture_Deluxemap       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap        , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+               if (r_glsl_permutation->tex_Texture_Attenuation     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation      , r_shadow_attenuationgradienttexture                 );
                if (rsurfacepass == RSURFPASS_BACKGROUND)
                {
-                       if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
-                       else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
-                       if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_Refraction  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_First       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_Reflection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
                else
                {
-                       if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+                       if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
-//             if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
-               if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
-               if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
+               if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
+               if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
+               if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
+               if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
                        if (rsurface.rtlight)
                        {
-                               if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
-                               if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
+                               if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
+                               if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
                        }
                }
                CHECKGLERROR
                break;
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
-               if (gl_mesh_separatearrays.integer)
+               if (!vid.useinterleavedarrays)
                {
                        RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
                        R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
@@ -6099,8 +6230,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if (r_cg_permutation->fp_DistortScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);CHECKCGERROR
                        if (r_cg_permutation->fp_ScreenScaleRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);CHECKCGERROR
                        if (r_cg_permutation->fp_ScreenCenterRefractReflect) cgGLSetParameter4f(r_cg_permutation->fp_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);CHECKCGERROR
-                       if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
-                       if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
+                       if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4f(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
+                       if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4f(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
                        if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
                        if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
                        if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
@@ -6185,6 +6316,135 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
+       case RENDERPATH_SOFT:
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+               R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
+               R_SetupShader_SetPermutationSoft(mode, permutation);
+               {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
+               if (mode == SHADERMODE_LIGHTSOURCE)
+               {
+                       {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
+       
+                       // additive passes are only darkened by fog, not tinted
+                       DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               }
+               else
+               {
+                       if (mode == SHADERMODE_FLATCOLOR)
+                       {
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
+                       }
+                       else if (mode == SHADERMODE_LIGHTDIRECTION)
+                       {
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
+                       }
+                       else
+                       {
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                       }
+                       // additive passes are only darkened by fog, not tinted
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
+                       else
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
+               }
+               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
+               {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
+               {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+
+               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
+               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
+               if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
+               {
+                       if (rsurface.texture->pantstexture)
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
+                       else
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
+               }
+               if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
+               {
+                       if (rsurface.texture->shirttexture)
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
+                       else
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
+               }
+               DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+               R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
+               R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
+               R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
+               R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
+               if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
+               if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
+               if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
+               if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
+               if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
+               if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
+               if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
+               R_Mesh_TexBind(GL20TU_LIGHTMAP          , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
+               R_Mesh_TexBind(GL20TU_DELUXEMAP         , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
+               if (rsurface.rtlight                                  ) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
+               if (rsurfacepass == RSURFPASS_BACKGROUND)
+               {
+                       R_Mesh_TexBind(GL20TU_REFRACTION        , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
+                       if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST             , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
+                       R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+               }
+               else
+               {
+                       if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
+               }
+//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
+//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
+               if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
+               if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
+               if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
+               {
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+                       if (rsurface.rtlight)
+                       {
+                               if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
+                               if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT    ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
+                       }
+               }
+               break;
        }
 }
 
@@ -6263,24 +6523,25 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        case RENDERPATH_GL20:
+       case RENDERPATH_GLES2:
                R_SetupShader_SetPermutationGLSL(mode, permutation);
-               if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
-               if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
-               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3fARB(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
-               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
-               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4fARB(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
-               if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2fARB(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
-               if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-
-               if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
-               if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
-               if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
-               if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
+               if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
+               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
+               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
+               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               if (r_glsl_permutation->loc_ScreenToDepth             >= 0) qglUniform2f(       r_glsl_permutation->loc_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
+
+               if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
+               if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
+               if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
+               if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
+               if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
+               if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
                break;
        case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
@@ -6307,6 +6568,26 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                break;
+       case RENDERPATH_SOFT:
+               R_SetupShader_SetPermutationGLSL(mode, permutation);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
+               DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
+               DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
+               DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ScreenToDepth            , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
+               DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+
+               R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
+               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
+               R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
+               R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
+               R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
+               break;
        }
 }
 
@@ -6775,7 +7056,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                Con_Printf("loading quake skin \"%s\"\n", name);
 
        // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
-       skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
+       skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
        memcpy(skinframe->qpixels, skindata, width*height);
        skinframe->qwidth = width;
        skinframe->qheight = height;
@@ -7140,7 +7421,7 @@ void gl_main_start(void)
        r_texture_gammaramps = NULL;
        r_texture_numcubemaps = 0;
 
-       r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
+       r_loaddds = r_texture_dds_load.integer != 0;
        r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
 
        switch(vid.renderpath)
@@ -7150,6 +7431,7 @@ void gl_main_start(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                Cvar_SetValueQuick(&r_textureunits, vid.texunits);
                Cvar_SetValueQuick(&gl_combine, 1);
                Cvar_SetValueQuick(&r_glsl, 1);
@@ -7173,6 +7455,14 @@ void gl_main_start(void)
                r_loadgloss = false;
                r_loadfog = true;
                break;
+       case RENDERPATH_GLES2:
+               Cvar_SetValueQuick(&r_textureunits, 1);
+               Cvar_SetValueQuick(&gl_combine, 1);
+               Cvar_SetValueQuick(&r_glsl, 1);
+               r_loadnormalmap = true;
+               r_loadgloss = false;
+               r_loadfog = false;
+               break;
        }
 
        R_AnimCache_Free();
@@ -7250,6 +7540,11 @@ void gl_main_shutdown(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
+       case RENDERPATH_SOFT:
+               break;
+       case RENDERPATH_GLES2:
+               //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
 
        r_numqueries = 0;
@@ -7282,6 +7577,23 @@ void gl_main_shutdown(void)
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(&r_waterstate, 0, sizeof(r_waterstate));
        R_GLSL_Restart_f();
+
+       r_glsl_permutation = NULL;
+       memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
+       Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
+       glslshaderstring = NULL;
+#ifdef SUPPORTCG
+       r_cg_permutation = NULL;
+       memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
+       Mem_ExpandableArray_FreeArray(&r_cg_permutationarray);
+       cgshaderstring = NULL;
+#endif
+#ifdef SUPPORTD3D
+       r_hlsl_permutation = NULL;
+       memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
+       Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
+       hlslshaderstring = NULL;
+#endif
 }
 
 extern void CL_ParseEntityLump(char *entitystring);
@@ -7451,6 +7763,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_track_sprites_scaleh);
        Cvar_RegisterVariable(&r_overheadsprites_perspective);
        Cvar_RegisterVariable(&r_overheadsprites_pushback);
+       Cvar_RegisterVariable(&r_overheadsprites_scalex);
+       Cvar_RegisterVariable(&r_overheadsprites_scaley);
 }
 
 extern void R_Textures_Init(void);
@@ -7618,67 +7932,112 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 // LordHavoc: this stores temporary data used within the same frame
 
-qboolean r_framedata_failed;
-static size_t r_framedata_size;
-static size_t r_framedata_current;
-static void *r_framedata_base;
+typedef struct r_framedata_mem_s
+{
+       struct r_framedata_mem_s *purge; // older mem block to free on next frame
+       size_t size; // how much usable space
+       size_t current; // how much space in use
+       size_t mark; // last "mark" location, temporary memory can be freed by returning to this
+       size_t wantedsize; // how much space was allocated
+       unsigned char *data; // start of real data (16byte aligned)
+}
+r_framedata_mem_t;
+
+static r_framedata_mem_t *r_framedata_mem;
 
 void R_FrameData_Reset(void)
 {
-       if (r_framedata_base)
-               Mem_Free(r_framedata_base);
-       r_framedata_base = NULL;
-       r_framedata_size = 0;
-       r_framedata_current = 0;
-       r_framedata_failed = false;
+       while (r_framedata_mem)
+       {
+               r_framedata_mem_t *next = r_framedata_mem->purge;
+               Mem_Free(r_framedata_mem);
+               r_framedata_mem = next;
+       }
 }
 
-void R_FrameData_NewFrame(void)
+void R_FrameData_Resize(void)
 {
        size_t wantedsize;
-       if (r_framedata_failed)
-               Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
        wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
-       wantedsize = bound(65536, wantedsize, 128*1024*1024);
-       if (r_framedata_size != wantedsize)
+       wantedsize = bound(65536, wantedsize, 1000*1024*1024);
+       if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
        {
-               r_framedata_size = wantedsize;
-               if (r_framedata_base)
-                       Mem_Free(r_framedata_base);
-               r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
+               r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
+               newmem->wantedsize = wantedsize;
+               newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
+               newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
+               newmem->current = 0;
+               newmem->mark = 0;
+               newmem->purge = r_framedata_mem;
+               r_framedata_mem = newmem;
        }
-       r_framedata_current = 0;
-       r_framedata_failed = false;
+}
+
+void R_FrameData_NewFrame(void)
+{
+       R_FrameData_Resize();
+       if (!r_framedata_mem)
+               return;
+       // if we ran out of space on the last frame, free the old memory now
+       while (r_framedata_mem->purge)
+       {
+               // repeatedly remove the second item in the list, leaving only head
+               r_framedata_mem_t *next = r_framedata_mem->purge->purge;
+               Mem_Free(r_framedata_mem->purge);
+               r_framedata_mem->purge = next;
+       }
+       // reset the current mem pointer
+       r_framedata_mem->current = 0;
+       r_framedata_mem->mark = 0;
 }
 
 void *R_FrameData_Alloc(size_t size)
 {
        void *data;
 
-       // align to 16 byte boundary
+       // align to 16 byte boundary - the data pointer is already aligned, so we
+       // only need to ensure the size of every allocation is also aligned
        size = (size + 15) & ~15;
-       data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
-       r_framedata_current += size;
 
-       // check overflow
-       if (r_framedata_current > r_framedata_size)
-               r_framedata_failed = true;
+       while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
+       {
+               // emergency - we ran out of space, allocate more memory
+               Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
+               R_FrameData_Resize();
+       }
 
-       // return NULL on everything after a failure
-       if (r_framedata_failed)
-               return NULL;
+       data = r_framedata_mem->data + r_framedata_mem->current;
+       r_framedata_mem->current += size;
+
+       // count the usage for stats
+       r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
+       r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
 
-       return data;
+       return (void *)data;
 }
 
 void *R_FrameData_Store(size_t size, void *data)
 {
        void *d = R_FrameData_Alloc(size);
-       if (d)
+       if (d && data)
                memcpy(d, data, size);
        return d;
 }
 
+void R_FrameData_SetMark(void)
+{
+       if (!r_framedata_mem)
+               return;
+       r_framedata_mem->mark = r_framedata_mem->current;
+}
+
+void R_FrameData_ReturnToMark(void)
+{
+       if (!r_framedata_mem)
+               return;
+       r_framedata_mem->current = r_framedata_mem->mark;
+}
+
 //==================================================================================
 
 // LordHavoc: animcache originally written by Echon, rewritten since then
@@ -7704,9 +8063,8 @@ void R_AnimCache_ClearCache(void)
                ent->animcache_normal3f = NULL;
                ent->animcache_svector3f = NULL;
                ent->animcache_tvector3f = NULL;
-               ent->animcache_vertexposition = NULL;
                ent->animcache_vertexmesh = NULL;
-               ent->animcache_vertexpositionbuffer = NULL;
+               ent->animcache_vertex3fbuffer = NULL;
                ent->animcache_vertexmeshbuffer = NULL;
        }
 }
@@ -7715,53 +8073,13 @@ void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
 {
        int i;
 
-       // identical memory layout, so no need to allocate...
-       // this also provides the vertexposition structure to everything, e.g.
-       // depth masked rendering currently uses it even if having separate
-       // arrays
-       // NOTE: get rid of this optimization if changing it to e.g. 4f
-       ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
-
-       // TODO:
-       // get rid of following uses of VERTEXPOSITION, change to the array:
-       // R_DrawTextureSurfaceList_Sky if skyrendermasked
-       // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
-       // R_DrawTextureSurfaceList_DepthOnly
-       // R_Q1BSP_DrawShadowMap
-
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               // need the meshbuffers if !gl_mesh_separatearrays.integer
-               if (gl_mesh_separatearrays.integer)
-                       return;
-               break;
-       case RENDERPATH_D3D9:
-       case RENDERPATH_D3D10:
-       case RENDERPATH_D3D11:
-               // always need the meshbuffers
-               break;
-       case RENDERPATH_GL13:
-       case RENDERPATH_GL11:
-               // never need the meshbuffers
+       // check if we need the meshbuffers
+       if (!vid.useinterleavedarrays)
                return;
-       }
 
        if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
                ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
-       /*
-       if (!ent->animcache_vertexposition)
-               ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
-       */
-       if (ent->animcache_vertexposition)
-       {
-               /*
-               for (i = 0;i < numvertices;i++)
-                       memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
-               */
-               // TODO: upload vertex buffer?
-       }
+       // TODO: upload vertex3f buffer?
        if (ent->animcache_vertexmesh)
        {
                memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
@@ -7776,7 +8094,7 @@ void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
                if (ent->animcache_normal3f)
                        for (i = 0;i < numvertices;i++)
                                memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
-               // TODO: upload vertex buffer?
+               // TODO: upload vertexmeshbuffer?
        }
 }
 
@@ -7804,11 +8122,8 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                                        ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                                        ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                                }
-                               if (!r_framedata_failed)
-                               {
-                                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
-                                       R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
-                               }
+                               model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
+                               R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
                        }
                }
        }
@@ -7827,13 +8142,10 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                        ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                        ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
                }
-               if (!r_framedata_failed)
-               {
-                       model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
-                       R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
-               }
+               model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
+               R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
        }
-       return !r_framedata_failed;
+       return true;
 }
 
 void R_AnimCache_CacheVisibleEntities(void)
@@ -7849,11 +8161,14 @@ void R_AnimCache_CacheVisibleEntities(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
                wanttangents = false;
                break;
+       case RENDERPATH_SOFT:
+               break;
        }
 
        if (r_shownormals.integer)
@@ -7946,13 +8261,16 @@ static void R_View_UpdateEntityLighting (void)
 
                                if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
                                {
-                                       VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
-                                       f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
+                                       fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
+                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                       f = fa + 0.25 * fd;
                                        if(f > 0)
                                        {
-                                               f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
-                                               VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
-                                               VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                               // adjust brightness and saturation to target
+                                               avg[0] = avg[1] = avg[2] = fa / f;
+                                               VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
+                                               avg[0] = avg[1] = avg[2] = fd / f;
+                                               VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
                                        }
                                }
                        }
@@ -8170,6 +8488,7 @@ static void R_View_SetFrustum(const int *scissor)
                        case RENDERPATH_D3D9:
                        case RENDERPATH_D3D10:
                        case RENDERPATH_D3D11:
+                       case RENDERPATH_SOFT:
                                // non-flipped y coordinates
                                fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
                                fpy = -1.0 + 2.0 * (vid.height - scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
@@ -8178,6 +8497,7 @@ static void R_View_SetFrustum(const int *scissor)
                        case RENDERPATH_GL13:
                        case RENDERPATH_GL20:
                        case RENDERPATH_CGGL:
+                       case RENDERPATH_GLES2:
                                // non-flipped y coordinates
                                fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
                                fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
@@ -8424,8 +8744,8 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                        Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
                        break;
                case RENDERPATH_GL20:
-                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
-                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
                        break;
                case RENDERPATH_CGGL:
@@ -8440,6 +8760,14 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
                case RENDERPATH_GL11:
                        qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
                        break;
+               case RENDERPATH_SOFT:
+                       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
+                       DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
+                       break;
+               case RENDERPATH_GLES2:
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
+                       if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
+                       break;
                }
        }
 }
@@ -8472,11 +8800,13 @@ void R_ResetViewRendering2D(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        }
        GL_CullFace(GL_NONE);
@@ -8507,11 +8837,13 @@ void R_ResetViewRendering3D(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_GLES2:
                qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        }
        GL_CullFace(r_refdef.view.cullface_back);
@@ -8552,9 +8884,11 @@ static void R_Water_StartFrame(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GLES2:
                return;
        }
 
@@ -8917,9 +9251,11 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
                break;
        case RENDERPATH_GL13:
        case RENDERPATH_GL11:
+       case RENDERPATH_GLES2:
                return;
        }
 
@@ -9017,6 +9353,8 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                break;
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
@@ -9059,6 +9397,8 @@ void R_Bloom_CopyBloomTexture(float colorscale)
        case RENDERPATH_GL13:
        case RENDERPATH_GL20:
        case RENDERPATH_CGGL:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                break;
        case RENDERPATH_D3D9:
@@ -9168,13 +9508,18 @@ void R_HDR_RenderBloomTexture(void)
 {
        int oldwidth, oldheight;
        float oldcolorscale;
+       qboolean oldwaterstate;
 
+       oldwaterstate = r_waterstate.enabled;
        oldcolorscale = r_refdef.view.colorscale;
        oldwidth = r_refdef.view.width;
        oldheight = r_refdef.view.height;
        r_refdef.view.width = r_bloomstate.bloomwidth;
        r_refdef.view.height = r_bloomstate.bloomheight;
 
+       if(r_hdr.integer < 2)
+               r_waterstate.enabled = false;
+
        // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
        // TODO: add exposure compensation features
        // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
@@ -9194,7 +9539,7 @@ void R_HDR_RenderBloomTexture(void)
 
        // only do secondary renders with HDR if r_hdr is 2 or higher
        r_waterstate.numwaterplanes = 0;
-       if (r_waterstate.enabled && r_hdr.integer >= 2)
+       if (r_waterstate.enabled)
                R_RenderWaterPlanes();
 
        r_refdef.view.showdebug = true;
@@ -9207,6 +9552,7 @@ void R_HDR_RenderBloomTexture(void)
        R_Bloom_MakeTexture();
 
        // restore the view settings
+       r_waterstate.enabled = oldwaterstate;
        r_refdef.view.width = oldwidth;
        r_refdef.view.height = oldheight;
        r_refdef.view.colorscale = oldcolorscale;
@@ -9230,6 +9576,8 @@ static void R_BlendView(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                permutation =
                          (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
                        | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
@@ -9283,6 +9631,8 @@ static void R_BlendView(void)
                                        case RENDERPATH_GL13:
                                        case RENDERPATH_GL20:
                                        case RENDERPATH_CGGL:
+                                       case RENDERPATH_SOFT:
+                                       case RENDERPATH_GLES2:
                                                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
                                                break;
                                        case RENDERPATH_D3D9:
@@ -9346,20 +9696,21 @@ static void R_BlendView(void)
                switch(vid.renderpath)
                {
                case RENDERPATH_GL20:
+               case RENDERPATH_GLES2:
                        R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
                        R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
-                       if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
-                       if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
-                       if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
-                       if (r_glsl_permutation->loc_ViewTintColor      >= 0) qglUniform4fARB(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-                       if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
-                       if (r_glsl_permutation->loc_UserVec1           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
-                       if (r_glsl_permutation->loc_UserVec2           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
-                       if (r_glsl_permutation->loc_UserVec3           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
-                       if (r_glsl_permutation->loc_UserVec4           >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
-                       if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
-                       if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-                       if (r_glsl_permutation->loc_BloomColorSubtract    >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+                       if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First     , r_bloomstate.texture_screen);
+                       if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second    , r_bloomstate.texture_bloom );
+                       if (r_glsl_permutation->tex_Texture_GammaRamps      >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps       );
+                       if (r_glsl_permutation->loc_ViewTintColor           >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       if (r_glsl_permutation->loc_PixelSize               >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+                       if (r_glsl_permutation->loc_UserVec1                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+                       if (r_glsl_permutation->loc_UserVec2                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+                       if (r_glsl_permutation->loc_UserVec3                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+                       if (r_glsl_permutation->loc_UserVec4                >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+                       if (r_glsl_permutation->loc_Saturation              >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
+                       if (r_glsl_permutation->loc_PixelToScreenTexCoord   >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+                       if (r_glsl_permutation->loc_BloomColorSubtract      >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
                        break;
                case RENDERPATH_CGGL:
 #ifdef SUPPORTCG
@@ -9404,6 +9755,22 @@ static void R_BlendView(void)
                case RENDERPATH_D3D11:
                        Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                        break;
+               case RENDERPATH_SOFT:
+                       R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
+                       R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
+                       R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
+                       R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
+                       R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor     , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1          , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2          , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3          , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4          , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation        , r_glsl_saturation.value);
+                       DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+                       DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract   , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
+                       break;
                default:
                        break;
                }
@@ -9473,7 +9840,7 @@ void R_UpdateVariables(void)
 
        r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
        r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
-       r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
+       r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
        r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
        r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (FAKELIGHT_ENABLED)
@@ -9557,6 +9924,8 @@ void R_UpdateVariables(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                if(v_glslgamma.integer && !vid_gammatables_trivial)
                {
                        if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
@@ -9635,9 +10004,13 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
 R_RenderView
 ================
 */
+int dpsoftrast_test;
 void R_RenderView(void)
 {
        matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
+
+       dpsoftrast_test = r_test.integer;
+
        if (r_timereport_active)
                R_TimeReport("start");
        r_textureframe++; // used only by R_GetCurrentTexture
@@ -10833,58 +11206,8 @@ texture_t *R_GetCurrentTexture(texture_t *t)
 
 rsurfacestate_t rsurface;
 
-void R_Mesh_ResizeArrays(int newvertices)
-{
-       unsigned char *base;
-       size_t size;
-       if (rsurface.array_size >= newvertices)
-               return;
-       if (rsurface.array_base)
-               Mem_Free(rsurface.array_base);
-       rsurface.array_size = (newvertices + 1023) & ~1023;
-       size = 0;
-       size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
-       size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
-       size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
-       size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[3]);
-       size += rsurface.array_size * sizeof(float[4]);
-       size += rsurface.array_size * sizeof(float[2]);
-       size += rsurface.array_size * sizeof(float[2]);
-       size += rsurface.array_size * sizeof(float[4]);
-       size += rsurface.array_size * sizeof(int[3]);
-       size += rsurface.array_size * sizeof(unsigned short[3]);
-       rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
-       rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
-       rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
-       rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
-       rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
-       rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
-       rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
-       rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
-       rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
-       rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
-       rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
-       rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
-}
-
 void RSurf_ActiveWorldEntity(void)
 {
-       int newvertices;
        dp_model_t *model = r_refdef.scene.worldmodel;
        //if (rsurface.entity == r_refdef.scene.worldentity)
        //      return;
@@ -10895,9 +11218,6 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.ent_qwskin = -1;
        rsurface.ent_shadertime = 0;
        rsurface.ent_flags = r_refdef.scene.worldentity->flags;
-       newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
-       if (rsurface.array_size < newvertices)
-               R_Mesh_ResizeArrays(newvertices);
        rsurface.matrix = identitymatrix;
        rsurface.inversematrix = identitymatrix;
        rsurface.matrixscale = 1;
@@ -10955,8 +11275,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.modelsurfaces = model->data_surfaces;
        rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
        rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
-       rsurface.modelvertexposition = model->surfmesh.vertexposition;
-       rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+       rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
        rsurface.modelgeneratedvertex = false;
        rsurface.batchgeneratedvertex = false;
        rsurface.batchfirstvertex = 0;
@@ -10986,8 +11305,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertexposition = NULL;
-       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchvertex3fbuffer = NULL;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -11001,7 +11319,6 @@ void RSurf_ActiveWorldEntity(void)
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
 {
-       int newvertices;
        dp_model_t *model = ent->model;
        //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
        //      return;
@@ -11012,9 +11329,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
        rsurface.ent_shadertime = ent->shadertime;
        rsurface.ent_flags = ent->flags;
-       newvertices = max(model->surfmesh.num_vertices, model->surfmesh.num_triangles);
-       if (rsurface.array_size < newvertices)
-               R_Mesh_ResizeArrays(newvertices);
        rsurface.matrix = ent->matrix;
        rsurface.inversematrix = ent->inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
@@ -11045,7 +11359,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        }
        if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
        {
-               if (ent->animcache_vertex3f && !r_framedata_failed)
+               if (ent->animcache_vertex3f)
                {
                        rsurface.modelvertex3f = ent->animcache_vertex3f;
                        rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
@@ -11053,44 +11367,40 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                        rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
                        rsurface.modelvertexmesh = ent->animcache_vertexmesh;
                        rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
-                       rsurface.modelvertexposition = ent->animcache_vertexposition;
-                       rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
+                       rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
                }
                else if (wanttangents)
                {
-                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
-                       rsurface.modelsvector3f = rsurface.array_modelsvector3f;
-                       rsurface.modeltvector3f = rsurface.array_modeltvector3f;
-                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertexposition = NULL;
-                       rsurface.modelvertexpositionbuffer = NULL;
+                       rsurface.modelvertex3fbuffer = NULL;
                }
                else if (wantnormals)
                {
-                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
-                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertexposition = NULL;
-                       rsurface.modelvertexpositionbuffer = NULL;
+                       rsurface.modelvertex3fbuffer = NULL;
                }
                else
                {
-                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
                        rsurface.modelsvector3f = NULL;
                        rsurface.modeltvector3f = NULL;
                        rsurface.modelnormal3f = NULL;
-                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
+                       model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
                        rsurface.modelvertexmesh = NULL;
                        rsurface.modelvertexmeshbuffer = NULL;
-                       rsurface.modelvertexposition = NULL;
-                       rsurface.modelvertexpositionbuffer = NULL;
+                       rsurface.modelvertex3fbuffer = NULL;
                }
                rsurface.modelvertex3f_vertexbuffer = 0;
                rsurface.modelvertex3f_bufferoffset = 0;
@@ -11118,8 +11428,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
                rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
                rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
-               rsurface.modelvertexposition = model->surfmesh.vertexposition;
-               rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
+               rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
                rsurface.modelgeneratedvertex = false;
        }
        rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
@@ -11169,8 +11478,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertexposition = NULL;
-       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchvertex3fbuffer = NULL;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -11184,8 +11492,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
 
 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
 {
-       int newvertices;
-
        rsurface.entity = r_refdef.scene.worldentity;
        rsurface.skeleton = NULL;
        rsurface.ent_skinnum = 0;
@@ -11194,9 +11500,6 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.ent_flags = entflags;
        rsurface.modelnumvertices = numvertices;
        rsurface.modelnumtriangles = numtriangles;
-       newvertices = max(rsurface.modelnumvertices, rsurface.modelnumtriangles);
-       if (rsurface.array_size < newvertices)
-               R_Mesh_ResizeArrays(newvertices);
        rsurface.matrix = *matrix;
        rsurface.inversematrix = *inversematrix;
        rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
@@ -11222,29 +11525,28 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.basepolygonoffset = r_refdef.polygonoffset;
        if (wanttangents)
        {
-               rsurface.modelvertex3f = vertex3f;
-               rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
-               rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
-               rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+               rsurface.modelvertex3f = (float *)vertex3f;
+               rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+               rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
        }
        else if (wantnormals)
        {
-               rsurface.modelvertex3f = vertex3f;
+               rsurface.modelvertex3f = (float *)vertex3f;
                rsurface.modelsvector3f = NULL;
                rsurface.modeltvector3f = NULL;
-               rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
+               rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
        }
        else
        {
-               rsurface.modelvertex3f = vertex3f;
+               rsurface.modelvertex3f = (float *)vertex3f;
                rsurface.modelsvector3f = NULL;
                rsurface.modeltvector3f = NULL;
                rsurface.modelnormal3f = NULL;
        }
        rsurface.modelvertexmesh = NULL;
        rsurface.modelvertexmeshbuffer = NULL;
-       rsurface.modelvertexposition = NULL;
-       rsurface.modelvertexpositionbuffer = NULL;
+       rsurface.modelvertex3fbuffer = NULL;
        rsurface.modelvertex3f_vertexbuffer = 0;
        rsurface.modelvertex3f_bufferoffset = 0;
        rsurface.modelsvector3f_vertexbuffer = 0;
@@ -11254,19 +11556,19 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.modelnormal3f_vertexbuffer = 0;
        rsurface.modelnormal3f_bufferoffset = 0;
        rsurface.modelgeneratedvertex = true;
-       rsurface.modellightmapcolor4f  = color4f;
+       rsurface.modellightmapcolor4f  = (float *)color4f;
        rsurface.modellightmapcolor4f_vertexbuffer = 0;
        rsurface.modellightmapcolor4f_bufferoffset = 0;
-       rsurface.modeltexcoordtexture2f  = texcoord2f;
+       rsurface.modeltexcoordtexture2f  = (float *)texcoord2f;
        rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
        rsurface.modeltexcoordtexture2f_bufferoffset = 0;
        rsurface.modeltexcoordlightmap2f  = NULL;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
        rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
-       rsurface.modelelement3i = element3i;
+       rsurface.modelelement3i = (int *)element3i;
        rsurface.modelelement3i_indexbuffer = NULL;
        rsurface.modelelement3i_bufferoffset = 0;
-       rsurface.modelelement3s = element3s;
+       rsurface.modelelement3s = (unsigned short *)element3s;
        rsurface.modelelement3s_indexbuffer = NULL;
        rsurface.modelelement3s_bufferoffset = 0;
        rsurface.modellightmapoffsets = NULL;
@@ -11299,8 +11601,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
-       rsurface.batchvertexposition = NULL;
-       rsurface.batchvertexpositionbuffer = NULL;
+       rsurface.batchvertex3fbuffer = NULL;
        rsurface.batchelement3i = NULL;
        rsurface.batchelement3i_indexbuffer = NULL;
        rsurface.batchelement3i_bufferoffset = 0;
@@ -11315,14 +11616,14 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        {
                if ((wantnormals || wanttangents) && !normal3f)
                {
-                       Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+                       rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
                }
                if (wanttangents && !svector3f)
                {
-                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.modelsvector3f = rsurface.array_modelsvector3f;
-                       rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+                       rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
+                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
                }
        }
 }
@@ -11381,6 +11682,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        int surfacefirstvertex;
        int surfaceendvertex;
        int surfacenumvertices;
+       int batchnumvertices;
+       int batchnumtriangles;
        int needsupdate;
        int i, j;
        qboolean gaps;
@@ -11392,7 +11695,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        float waveparms[4];
        q3shaderinfo_deform_t *deform;
        const msurface_t *surface, *firstsurface;
-       r_vertexposition_t *vertexposition;
        r_vertexmesh_t *vertexmesh;
        if (!texturenumsurfaces)
                return;
@@ -11400,7 +11702,8 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        gaps = false;
        firstsurface = texturesurfacelist[0];
        firsttriangle = firstsurface->num_firsttriangle;
-       numtriangles = 0;
+       batchnumvertices = 0;
+       batchnumtriangles = 0;
        firstvertex = endvertex = firstsurface->num_firstvertex;
        for (i = 0;i < texturenumsurfaces;i++)
        {
@@ -11409,29 +11712,37 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        gaps = true;
                surfacefirstvertex = surface->num_firstvertex;
                surfaceendvertex = surfacefirstvertex + surface->num_vertices;
+               surfacenumvertices = surface->num_vertices;
                surfacenumtriangles = surface->num_triangles;
                if (firstvertex > surfacefirstvertex)
                        firstvertex = surfacefirstvertex;
                if (endvertex < surfaceendvertex)
                        endvertex = surfaceendvertex;
-               numtriangles += surfacenumtriangles;
+               batchnumvertices += surfacenumvertices;
+               batchnumtriangles += surfacenumtriangles;
        }
 
        // we now know the vertex range used, and if there are any gaps in it
        rsurface.batchfirstvertex = firstvertex;
        rsurface.batchnumvertices = endvertex - firstvertex;
        rsurface.batchfirsttriangle = firsttriangle;
-       rsurface.batchnumtriangles = numtriangles;
+       rsurface.batchnumtriangles = batchnumtriangles;
 
        // this variable holds flags for which properties have been updated that
-       // may require regenerating vertexmesh or vertexposition arrays...
+       // may require regenerating vertexmesh array...
        needsupdate = 0;
 
        // check if any dynamic vertex processing must occur
        dynamicvertex = false;
 
+       // if there is a chance of animated vertex colors, it's a dynamic batch
        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
-               needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
+       {
+               dynamicvertex = true;
+               batchneed |= BATCHNEED_NOGAPS;
+               needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
+       }
+
        for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
        {
                switch (deform->deform)
@@ -11451,12 +11762,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                case Q3DEFORM_AUTOSPRITE:
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_NORMAL:
                        dynamicvertex = true;
@@ -11468,19 +11779,19 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_BULGE:
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_MOVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
                        batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
-                       needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
+                       needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
                        break;
                }
        }
@@ -11508,7 +11819,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
        }
 
@@ -11519,13 +11830,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
        }
 
-       if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
-       {
-               dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
-               needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
-       }
-
        if (dynamicvertex || gaps || rsurface.batchfirstvertex)
        {
                // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
@@ -11539,7 +11843,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 
        // when the model data has no vertex buffer (dynamic mesh), we need to
        // eliminate gaps
-       if (!rsurface.modelvertexmeshbuffer)
+       if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
                batchneed |= BATCHNEED_NOGAPS;
 
        // if needsupdate, we have to do a dynamic vertex batch for sure
@@ -11550,18 +11854,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
                dynamicvertex = true;
 
-       // see if we need to build vertexposition from arrays
-       if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
-               dynamicvertex = true;
-
        // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
+       // also some drivers strongly dislike firstvertex
        if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
                dynamicvertex = true;
 
-       // if there is a chance of animated vertex colors, it's a dynamic batch
-       if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
-               dynamicvertex = true;
-
        rsurface.batchvertex3f = rsurface.modelvertex3f;
        rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
        rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
@@ -11583,8 +11880,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
        rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
-       rsurface.batchvertexposition = rsurface.modelvertexposition;
-       rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
+       rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
        rsurface.batchvertexmesh = rsurface.modelvertexmesh;
        rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
        rsurface.batchelement3i = rsurface.modelelement3i;
@@ -11615,16 +11911,17 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // otherwise use the original static buffer with an appropriate offset
                if (gaps)
                {
-                       firsttriangle = 0;
+                       // build a new triangle elements array for this batch
+                       rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
+                       rsurface.batchfirsttriangle = 0;
                        numtriangles = 0;
                        for (i = 0;i < texturenumsurfaces;i++)
                        {
                                surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
                                surfacenumtriangles = texturesurfacelist[i]->num_triangles;
-                               memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
+                               memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
                                numtriangles += surfacenumtriangles;
                        }
-                       rsurface.batchelement3i = rsurface.array_batchelement3i;
                        rsurface.batchelement3i_indexbuffer = NULL;
                        rsurface.batchelement3i_bufferoffset = 0;
                        rsurface.batchelement3s = NULL;
@@ -11632,26 +11929,25 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        rsurface.batchelement3s_bufferoffset = 0;
                        if (endvertex <= 65536)
                        {
-                               rsurface.batchelement3s = rsurface.array_batchelement3s;
+                               // make a 16bit (unsigned short) index array if possible
+                               rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
                                for (i = 0;i < numtriangles*3;i++)
-                                       rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+                                       rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                        }
-                       rsurface.batchfirsttriangle = firsttriangle;
-                       rsurface.batchnumtriangles = numtriangles;
                }
                return;
        }
 
        // something needs software processing, do it for real...
-       // we only directly handle interleaved array data in this case...
+       // we only directly handle separate array data in this case and then
+       // generate interleaved data if needed...
        rsurface.batchgeneratedvertex = true;
 
        // now copy the vertex data into a combined array and make an index array
        // (this is what Quake3 does all the time)
        //if (gaps || rsurface.batchfirstvertex)
        {
-               rsurface.batchvertexposition = NULL;
-               rsurface.batchvertexpositionbuffer = NULL;
+               rsurface.batchvertex3fbuffer = NULL;
                rsurface.batchvertexmesh = NULL;
                rsurface.batchvertexmeshbuffer = NULL;
                rsurface.batchvertex3f = NULL;
@@ -11675,32 +11971,30 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchtexcoordlightmap2f = NULL;
                rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
                rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
-               rsurface.batchelement3i = rsurface.array_batchelement3i;
+               rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                rsurface.batchelement3i_indexbuffer = NULL;
                rsurface.batchelement3i_bufferoffset = 0;
                rsurface.batchelement3s = NULL;
                rsurface.batchelement3s_indexbuffer = NULL;
                rsurface.batchelement3s_bufferoffset = 0;
                // we'll only be setting up certain arrays as needed
-               if (batchneed & BATCHNEED_VERTEXPOSITION)
-                       rsurface.batchvertexposition = rsurface.array_batchvertexposition;
                if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
-                       rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
+                       rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
                if (batchneed & BATCHNEED_ARRAY_VERTEX)
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
+                       rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                if (batchneed & BATCHNEED_ARRAY_NORMAL)
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
+                       rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                if (batchneed & BATCHNEED_ARRAY_VECTOR)
                {
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
+                       rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+                       rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
                }
                if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
-                       rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+                       rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
                if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
-                       rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
+                       rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
-                       rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
+                       rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                numvertices = 0;
                numtriangles = 0;
                for (i = 0;i < texturenumsurfaces;i++)
@@ -11710,29 +12004,27 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
                        surfacenumtriangles = texturesurfacelist[i]->num_triangles;
                        // copy only the data requested
-                       if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
-                               memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
                        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
-                               memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
+                               memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
                        if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
                        {
                                if (batchneed & BATCHNEED_ARRAY_VERTEX)
-                                       memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
                                if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
-                                       memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
                                if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
                                {
-                                       memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
-                                       memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
+                                       memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
                                }
                                if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
-                                       memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
+                                       memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
                                if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
-                                       memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                                       memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
                                if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
-                                       memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
+                                       memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
                        }
-                       RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
+                       RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
                        numvertices += surfacenumvertices;
                        numtriangles += surfacenumtriangles;
                }
@@ -11741,16 +12033,16 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // (in general, dynamic batches fit)
                if (numvertices <= 65536)
                {
-                       rsurface.batchelement3s = rsurface.array_batchelement3s;
+                       rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
                        for (i = 0;i < numtriangles*3;i++)
-                               rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
+                               rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
                }
 
                // since we've copied everything, the batch now starts at 0
                rsurface.batchfirstvertex = 0;
-               rsurface.batchnumvertices = numvertices;
+               rsurface.batchnumvertices = batchnumvertices;
                rsurface.batchfirsttriangle = 0;
-               rsurface.batchnumtriangles = numtriangles;
+               rsurface.batchnumtriangles = batchnumtriangles;
        }
 
        // q1bsp surfaces rendered in vertex color mode have to have colors
@@ -11763,10 +12055,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                int size3;
                const int *offsets;
                const unsigned char *lm;
-               numvertices = 0;
-               rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
+               rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
                rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
                rsurface.batchlightmapcolor4f_bufferoffset = 0;
+               numvertices = 0;
                for (i = 0;i < texturenumsurfaces;i++)
                {
                        surface = texturesurfacelist[i];
@@ -11798,10 +12090,10 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                                        }
                                                }
                                        }
-                                       c[0] >>= 15;
-                                       c[1] >>= 15;
-                                       c[2] >>= 15;
-                                       Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
+                                       c[0] >>= 7;
+                                       c[1] >>= 7;
+                                       c[2] >>= 7;
+                                       Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
                                        numvertices++;
                                }
                        }
@@ -11809,7 +12101,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        {
                                for (j = 0;j < surfacenumvertices;j++)
                                {
-                                       Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
+                                       Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
                                        numvertices++;
                                }
                        }
@@ -11842,8 +12134,20 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        VectorNormalize(newforward);
                        VectorNormalize(newright);
                        VectorNormalize(newup);
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
+//                     rsurface.batchsvector3f_vertexbuffer = NULL;
+//                     rsurface.batchsvector3f_bufferoffset = 0;
+//                     rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
+//                     rsurface.batchtvector3f_vertexbuffer = NULL;
+//                     rsurface.batchtvector3f_bufferoffset = 0;
+//                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+//                     rsurface.batchnormal3f_vertexbuffer = NULL;
+//                     rsurface.batchnormal3f_bufferoffset = 0;
                        // a single autosprite surface can contain multiple sprites...
-                       for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
+                       for (j = 0;j < batchnumvertices - 3;j += 4)
                        {
                                VectorClear(center);
                                for (i = 0;i < 4;i++)
@@ -11855,24 +12159,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                for (i = 0;i < 4;i++)
                                {
                                        VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
-                                       VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
+                                       VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
                                }
                        }
                        // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                       rsurface.batchsvector3f_vertexbuffer = NULL;
-                       rsurface.batchsvector3f_bufferoffset = 0;
-                       rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                       rsurface.batchtvector3f_vertexbuffer = NULL;
-                       rsurface.batchtvector3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
+                       Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
@@ -11881,6 +12173,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        VectorNormalize(newforward);
                        VectorNormalize(newright);
                        VectorNormalize(newup);
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
                        {
                                const float *v1, *v2;
                                vec3_t start, end;
@@ -11894,7 +12189,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                shortest[2];
                                memset(shortest, 0, sizeof(shortest));
                                // a single autosprite surface can contain multiple sprites...
-                               for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
+                               for (j = 0;j < batchnumvertices - 3;j += 4)
                                {
                                        VectorClear(center);
                                        for (i = 0;i < 4;i++)
@@ -11955,55 +12250,52 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        {
                                                v1 = rsurface.batchvertex3f + 3*(j+i);
                                                f = DotProduct(right, v1) - l;
-                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
+                                               VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
                                        }
                                }
                        }
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
                        if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
                        {
-                               Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                               rsurface.batchnormal3f_vertexbuffer = NULL;
-                               rsurface.batchnormal3f_bufferoffset = 0;
+//                             rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchnormal3f_vertexbuffer = NULL;
+//                             rsurface.batchnormal3f_bufferoffset = 0;
+                               Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
                        {
-                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                               rsurface.batchsvector3f_vertexbuffer = NULL;
-                               rsurface.batchsvector3f_bufferoffset = 0;
-                               rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                               rsurface.batchtvector3f_vertexbuffer = NULL;
-                               rsurface.batchtvector3f_bufferoffset = 0;
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        break;
                case Q3DEFORM_NORMAL:
                        // deform the normals to make reflections wavey
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
+                       rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+                       rsurface.batchnormal3f_vertexbuffer = NULL;
+                       rsurface.batchnormal3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
                        {
                                float vertex[3];
-                               float *normal = rsurface.array_batchnormal3f + 3*j;
+                               float *normal = rsurface.batchnormal3f + 3*j;
                                VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
                                normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
                                normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
                                normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
                                VectorNormalize(normal);
                        }
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
                        {
-                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                               rsurface.batchsvector3f_vertexbuffer = NULL;
-                               rsurface.batchsvector3f_bufferoffset = 0;
-                               rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                               rsurface.batchtvector3f_vertexbuffer = NULL;
-                               rsurface.batchtvector3f_bufferoffset = 0;
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        break;
                case Q3DEFORM_WAVE:
@@ -12017,7 +12309,13 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        // this is how a divisor of vertex influence on deformation
                        animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+//                     rsurface.batchnormal3f_vertexbuffer = NULL;
+//                     rsurface.batchnormal3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
                        {
                                // if the wavefunc depends on time, evaluate it per-vertex
                                if (waveparms[3])
@@ -12025,51 +12323,45 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
                                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
                                }
-                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
+                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
                        }
                        // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
                        {
-                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                               rsurface.batchsvector3f_vertexbuffer = NULL;
-                               rsurface.batchsvector3f_bufferoffset = 0;
-                               rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                               rsurface.batchtvector3f_vertexbuffer = NULL;
-                               rsurface.batchtvector3f_bufferoffset = 0;
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        break;
                case Q3DEFORM_BULGE:
                        // deform vertex array to make the surface have moving bulges
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
+//                     rsurface.batchnormal3f_vertexbuffer = NULL;
+//                     rsurface.batchnormal3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
                        {
                                scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
-                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
+                               VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
                        }
                        // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
-                       Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
-                       rsurface.batchnormal3f = rsurface.array_batchnormal3f;
-                       rsurface.batchnormal3f_vertexbuffer = NULL;
-                       rsurface.batchnormal3f_bufferoffset = 0;
+                       Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
                        if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
                        {
-                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
-                               rsurface.batchsvector3f = rsurface.array_batchsvector3f;
-                               rsurface.batchsvector3f_vertexbuffer = NULL;
-                               rsurface.batchsvector3f_bufferoffset = 0;
-                               rsurface.batchtvector3f = rsurface.array_batchtvector3f;
-                               rsurface.batchtvector3f_vertexbuffer = NULL;
-                               rsurface.batchtvector3f_bufferoffset = 0;
+//                             rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchsvector3f_vertexbuffer = NULL;
+//                             rsurface.batchsvector3f_bufferoffset = 0;
+//                             rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
+//                             rsurface.batchtvector3f_vertexbuffer = NULL;
+//                             rsurface.batchtvector3f_bufferoffset = 0;
+                               Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
                        }
                        break;
                case Q3DEFORM_MOVE:
@@ -12078,11 +12370,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                break; // if wavefunc is a nop, don't make a dynamic vertex array
                        scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
                        VectorScale(deform->parms, scale, waveparms);
-                       for (j = 0;j < rsurface.batchnumvertices;j++)
-                               VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
-                       rsurface.batchvertex3f = rsurface.array_batchvertex3f;
-                       rsurface.batchvertex3f_vertexbuffer = NULL;
-                       rsurface.batchvertex3f_bufferoffset = 0;
+//                     rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
+//                     rsurface.batchvertex3f_vertexbuffer = NULL;
+//                     rsurface.batchvertex3f_bufferoffset = 0;
+                       for (j = 0;j < batchnumvertices;j++)
+                               VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
                        break;
                }
        }
@@ -12094,25 +12386,28 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        case Q3TCGEN_TEXTURE:
                break;
        case Q3TCGEN_LIGHTMAP:
+//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                if (rsurface.batchtexcoordlightmap2f)
-                       memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+                       memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
                break;
        case Q3TCGEN_VECTOR:
-               for (j = 0;j < rsurface.batchnumvertices;j++)
+//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               for (j = 0;j < batchnumvertices;j++)
                {
-                       rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
-                       rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
+                       rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
+                       rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
                }
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                break;
        case Q3TCGEN_ENVIRONMENT:
                // make environment reflections using a spheremap
-               for (j = 0;j < rsurface.batchnumvertices;j++)
+               rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               for (j = 0;j < batchnumvertices;j++)
                {
                        // identical to Q3A's method, but executed in worldspace so
                        // carried models can be shiny too
@@ -12134,12 +12429,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 
                        // note: this sphere map only uses world x and z!
                        // so positive and negative y will LOOK THE SAME.
-                       rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
-                       rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
+                       rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
+                       rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
                }
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
                break;
        }
        // the only tcmod that needs software vertex processing is turbulent, so
@@ -12151,57 +12443,45 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        {
                amplitude = rsurface.texture->tcmods[0].parms[1];
                animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
-               for (j = 0;j < rsurface.batchnumvertices;j++)
+//             rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+//             rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+//             rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+               for (j = 0;j < batchnumvertices;j++)
                {
-                       rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
-                       rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
                }
-               rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
-               rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-               rsurface.batchtexcoordtexture2f_bufferoffset = 0;
        }
 
        if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
        {
                // convert the modified arrays to vertex structs
-               rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
-               rsurface.batchvertexmeshbuffer = NULL;
+//             rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
+//             rsurface.batchvertexmeshbuffer = NULL;
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
                if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
                if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
                {
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                        {
                                VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
                                VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
                        }
                }
                if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
                if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
                if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
-                       for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
        }
-
-       if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
-       {
-               // convert the modified arrays to vertex structs
-               rsurface.batchvertexposition = rsurface.array_batchvertexposition;
-               rsurface.batchvertexpositionbuffer = NULL;
-               if (sizeof(r_vertexposition_t) == sizeof(float[3]))
-                       memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
-               else
-                       for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
-                               VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
-       }
 }
 
 void RSurf_DrawBatch(void)
@@ -12247,13 +12527,20 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
        vec3_t vert;
        const float *v;
        r_waterstate_waterplane_t *p;
+       qboolean prepared = false;
        bestd = 0;
        for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
        {
                if(p->camera_entity != rsurface.texture->camera_entity)
                        continue;
                d = 0;
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
+               if(!prepared)
+               {
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+                       prepared = true;
+                       if(rsurface.batchnumvertices == 0)
+                               break;
+               }
                for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
                {
                        Matrix4x4_Transform(&rsurface.matrix, v, vert);
@@ -12266,16 +12553,20 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
                }
        }
        return bestplaneindex;
+       // NOTE: this MAY return a totally unrelated water plane; we can ignore
+       // this situation though, as it might be better to render single larger
+       // batches with useless stuff (backface culled for example) than to
+       // render multiple smaller batches
 }
 
 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
 {
        int i;
-       for (i = 0;i < rsurface.batchnumvertices;i++)
-               Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
        rsurface.passcolor4f_vertexbuffer = 0;
        rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0;i < rsurface.batchnumvertices;i++)
+               Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
 }
 
 static void RSurf_DrawBatch_GL11_ApplyFog(void)
@@ -12288,7 +12579,11 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
        if (rsurface.passcolor4f)
        {
                // generate color arrays
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+               c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = c[0] * f;
@@ -12299,7 +12594,10 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
        }
        else
        {
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = f;
@@ -12308,9 +12606,6 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
                        c2[3] = 1;
                }
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
@@ -12322,7 +12617,11 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
        {
                f = RSurf_FogVertex(v);
                c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
@@ -12330,9 +12629,6 @@ static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
                c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
                c2[3] = c[3];
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
@@ -12342,16 +12638,17 @@ static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
                c2[0] = c[0] * r;
                c2[1] = c[1] * g;
                c2[2] = c[2] * b;
                c2[3] = c[3] * a;
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
@@ -12361,16 +12658,17 @@ static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
+       c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
        {
                c2[0] = c[0] + r_refdef.scene.ambient;
                c2[1] = c[1] + r_refdef.scene.ambient;
                c2[2] = c[2] + r_refdef.scene.ambient;
                c2[3] = c[3];
        }
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
@@ -12421,7 +12719,7 @@ static void RSurf_DrawBatch_GL11_ClampColor(void)
        float *c2;
        if (!rsurface.passcolor4f)
                return;
-       for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
+       for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
        {
                c2[0] = bound(0.0f, c1[0], 1.0f);
                c2[1] = bound(0.0f, c1[1], 1.0f);
@@ -12440,7 +12738,10 @@ static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
        //vec3_t eyedir;
 
        // fake shading
-       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
+       rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+       rsurface.passcolor4f_vertexbuffer = 0;
+       rsurface.passcolor4f_bufferoffset = 0;
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
        {
                f = -DotProduct(r_refdef.view.forward, n);
                f = max(0, f);
@@ -12448,10 +12749,6 @@ static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
                f *= r_refdef.lightmapintensity;
                Vector4Set(c, f, f, f, 1);
        }
-
-       rsurface.passcolor4f = rsurface.array_passcolor4f;
-       rsurface.passcolor4f_vertexbuffer = 0;
-       rsurface.passcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
@@ -12489,7 +12786,10 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b,
        if (VectorLength2(diffusecolor) > 0)
        {
                // q3-style directional shading
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
+               rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
+               rsurface.passcolor4f_vertexbuffer = 0;
+               rsurface.passcolor4f_bufferoffset = 0;
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
                {
                        if ((f = DotProduct(n, lightdir)) > 0)
                                VectorMA(ambientcolor, f, diffusecolor, c);
@@ -12501,9 +12801,6 @@ static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b,
                *g = 1;
                *b = 1;
                *a = 1;
-               rsurface.passcolor4f = rsurface.array_passcolor4f;
-               rsurface.passcolor4f_vertexbuffer = 0;
-               rsurface.passcolor4f_bufferoffset = 0;
                *applycolor = false;
        }
        else
@@ -12533,7 +12830,7 @@ static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a
        float f;
        const float *v;
        float *c;
-       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
+       for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
        {
                f = 1 - RSurf_FogVertex(v);
                c[0] = r;
@@ -12580,8 +12877,11 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                        // just to make sure that braindead drivers don't draw
                        // anything despite that colormask...
                        GL_BlendFunc(GL_ZERO, GL_ONE);
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+                       if (rsurface.batchvertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
                }
                else
                {
@@ -12618,16 +12918,23 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        // bind lightmap texture
 
        // water/refraction/reflection/camera surfaces have to be handled specially
-       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
+       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
        {
                int start, end, startplaneindex;
                for (start = 0;start < texturenumsurfaces;start = end)
                {
                        startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
+                       if(startplaneindex < 0)
+                       {
+                               // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
+                               // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
+                               end = start + 1;
+                               continue;
+                       }
                        for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
                                ;
                        // now that we have a batch using the same planeindex, render it
-                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
+                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
                        {
                                // render water or distortion background
                                GL_DepthMask(true);
@@ -12638,7 +12945,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
                                RSurf_DrawBatch();
                        }
-                       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
+                       else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
                        {
                                // render surface with reflection texture as input
                                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
@@ -12748,7 +13055,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        R_Mesh_TexBind(1, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
                        RSurf_DrawBatch();
                        break;
@@ -12851,7 +13158,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        }
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
                        RSurf_DrawBatch();
                        break;
@@ -13069,6 +13376,8 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
@@ -13097,6 +13406,8 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+       case RENDERPATH_SOFT:
+       case RENDERPATH_GLES2:
                R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
                break;
        case RENDERPATH_GL13:
@@ -13134,6 +13445,8 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
                case RENDERPATH_GL13:
@@ -13182,8 +13495,11 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                R_SetupShader_DepthOrShadow();
                        }
                        RSurf_SetupDepthAndCulling();
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
-                       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+                       if (rsurface.batchvertex3fbuffer)
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+                       else
+                               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
                        RSurf_DrawBatch();
                }
                if (setup)
@@ -13266,8 +13582,11 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu
        if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
                return;
        RSurf_SetupDepthAndCulling();
-       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+       if (rsurface.batchvertex3fbuffer)
+               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+       else
+               R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
        RSurf_DrawBatch();
 }
 
@@ -13308,6 +13627,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
 {
        int i, j;
        texture_t *texture;
+       R_FrameData_SetMark();
        // break the surface list down into batches by texture and use of lightmapping
        for (i = 0;i < numsurfaces;i = j)
        {
@@ -13346,6 +13666,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
                // render the range of surfaces
                R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
        }
+       R_FrameData_ReturnToMark();
 }
 
 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
@@ -13384,6 +13705,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
 {
        int i, j;
        texture_t *texture;
+       R_FrameData_SetMark();
        // break the surface list down into batches by texture and use of lightmapping
        for (i = 0;i < numsurfaces;i = j)
        {
@@ -13422,6 +13744,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                // render the range of surfaces
                R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
        }
+       R_FrameData_ReturnToMark();
 }
 
 float locboxvertex3f[6*4*3] =
@@ -14158,6 +14481,12 @@ void R_DrawDebugModel(void)
        case RENDERPATH_D3D11:
                Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                return;
+       case RENDERPATH_SOFT:
+               //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               return;
+       case RENDERPATH_GLES2:
+               //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        }
 
        flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
@@ -14219,7 +14548,7 @@ void R_DrawDebugModel(void)
 
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 
-       if (r_showtris.integer || r_shownormals.integer)
+       if (r_showtris.integer || (r_shownormals.value != 0))
        {
                if (r_showdisabledepthtest.integer)
                {
@@ -14256,13 +14585,13 @@ void R_DrawDebugModel(void)
                                if (r_shownormals.value < 0)
                                {
                                        qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 0, 0, 1);
+                                               GL_Color(0, 0, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
@@ -14271,37 +14600,37 @@ void R_DrawDebugModel(void)
                                if (r_shownormals.value > 0 && rsurface.batchsvector3f)
                                {
                                        qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(r_refdef.view.colorscale, 0, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
                                        CHECKGLERROR
                                        qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(0, r_refdef.view.colorscale, 0, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
                                        CHECKGLERROR
                                        qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
                                        {
                                                VectorCopy(rsurface.batchvertex3f + l * 3, v);
                                                GL_Color(0, 0, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                                VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
-                                               GL_Color(r_refdef.view.colorscale, 1, 1, 1);
+                                               GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
@@ -14448,6 +14777,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
                        break;
                case RENDERPATH_GL13:
@@ -14465,6 +14796,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                case RENDERPATH_D3D9:
                case RENDERPATH_D3D10:
                case RENDERPATH_D3D11:
+               case RENDERPATH_SOFT:
+               case RENDERPATH_GLES2:
                        RSurf_ActiveModelEntity(ent, true, true, false);
                        break;
                case RENDERPATH_GL13: