]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
disable offsetmapping where TEXF_ALPHA is not set and no height bias exists
[xonotic/darkplaces.git] / gl_rmain.c
index e4f7d6b6e347c7239313237fe2dc56f1cfa26fbe..7e1609fe42f99d1eef692ad03b8aa5ff94a6cec4 100644 (file)
@@ -99,6 +99,7 @@ cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "
 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
+cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
 
@@ -126,6 +127,7 @@ cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rat
 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
+cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
 
@@ -161,6 +163,8 @@ cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_re
 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
+cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
@@ -371,7 +375,7 @@ static void R_BuildBlankTextures(void)
        data[2] = 128; // normal X
        data[1] = 128; // normal Y
        data[0] = 255; // normal Z
-       data[3] = 128; // height
+       data[3] = 255; // height
        r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
        data[0] = 255;
        data[1] = 255;
@@ -684,7 +688,7 @@ shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
 {
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
-       {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
        {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
@@ -713,8 +717,8 @@ shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
-       {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+       {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
        {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
@@ -823,6 +827,8 @@ typedef struct r_glsl_permutation_s
        int loc_LightDir;
        int loc_LightPosition;
        int loc_OffsetMapping_ScaleSteps;
+       int loc_OffsetMapping_LodDistance;
+       int loc_OffsetMapping_Bias;
        int loc_PixelSize;
        int loc_ReflectColor;
        int loc_ReflectFactor;
@@ -869,9 +875,10 @@ enum
        SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
        SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
        SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
-       SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
+       SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
+       SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
 };
-#define SHADERSTATICPARMS_COUNT 7
+#define SHADERSTATICPARMS_COUNT 8
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
@@ -902,6 +909,8 @@ qboolean R_CompileShader_CheckStaticParms(void)
                if (r_glsl_postprocess_uservec4_enable.integer)
                        R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
        }
+       if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
        return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
 
@@ -922,6 +931,7 @@ void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
 }
 
 /// information about each possible shader permutation
@@ -1140,6 +1150,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_LightDir                   = qglGetUniformLocation(p->program, "LightDir");
                p->loc_LightPosition              = qglGetUniformLocation(p->program, "LightPosition");
                p->loc_OffsetMapping_ScaleSteps   = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
+               p->loc_OffsetMapping_LodDistance  = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
+               p->loc_OffsetMapping_Bias         = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
                p->loc_PixelSize                  = qglGetUniformLocation(p->program, "PixelSize");
                p->loc_ReflectColor               = qglGetUniformLocation(p->program, "ReflectColor");
                p->loc_ReflectFactor              = qglGetUniformLocation(p->program, "ReflectFactor");
@@ -1379,7 +1391,9 @@ typedef enum D3DPSREGISTER_e
        D3DPSREGISTER_ViewToLight = 44, // float4x4
        D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
        D3DPSREGISTER_NormalmapScrollBlend = 52,
-       // next at 53
+       D3DPSREGISTER_OffsetMapping_LodDistance = 53,
+       D3DPSREGISTER_OffsetMapping_Bias = 54,
+       // next at 54
 }
 D3DPSREGISTER_t;
 
@@ -1915,12 +1929,12 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod
                permutation |= SHADERPERMUTATION_SPECULAR;
        if (texturemode == GL_MODULATE)
                permutation |= SHADERPERMUTATION_COLORMAPPING;
-       if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
-               permutation |= SHADERPERMUTATION_GAMMARAMPS;
        else if (texturemode == GL_ADD)
                permutation |= SHADERPERMUTATION_GLOW;
        else if (texturemode == GL_DECAL)
                permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+       if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
+               permutation |= SHADERPERMUTATION_GAMMARAMPS;
        if (!second)
                texturemode = GL_MODULATE;
        if (vid.allowalphatocoverage)
@@ -2170,7 +2184,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        }
        else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2191,7 +2205,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        }
        else if (rsurfacepass == RSURFPASS_RTLIGHT)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2237,7 +2251,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2290,7 +2304,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2331,7 +2345,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2353,7 +2367,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2391,7 +2405,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2413,7 +2427,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        }
        else
        {
-               if (r_glsl_offsetmapping.integer)
+               if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
                {
                        switch(rsurface.texture->offsetmapping)
                        {
@@ -2490,7 +2504,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // ordinary vertex coloring (q3bsp)
                        mode = SHADERMODE_VERTEXCOLOR;
                }
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2552,7 +2566,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
 
                        // additive passes are only darkened by fog, not tinted
                        hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
-                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                }
                else
                {
@@ -2590,7 +2604,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
                        hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
                        hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
-                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+                       hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
                        if (mode == SHADERMODE_WATER)
                                hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
                }
@@ -2617,6 +2631,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
+               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
@@ -2700,7 +2716,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
                                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));
+                       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                }
                else
                {
@@ -2741,7 +2757,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        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_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 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);}
@@ -2777,6 +2793,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
+               if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
                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->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
@@ -2848,7 +2866,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        
                        // 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));
+                       DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                }
                else
                {
@@ -2886,7 +2904,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        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_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 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);}
@@ -2922,6 +2940,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
                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);
 
@@ -3027,7 +3047,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
                hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
-               hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
+               hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
@@ -3055,7 +3075,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                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_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) - 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);
 
@@ -3079,7 +3099,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                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_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) - 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);
 
@@ -3182,7 +3202,7 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
 
        hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
        for (item = r_skinframe.hash[hashindex];item;item = item->next)
-               if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
+               if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
                        break;
 
        if (!item) {
@@ -3195,13 +3215,35 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid
                memset(item, 0, sizeof(*item));
                strlcpy(item->basename, basename, sizeof(item->basename));
                item->base = dyntexture; // either NULL or dyntexture handle
-               item->textureflags = textureflags;
+               item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
                item->comparewidth = comparewidth;
                item->compareheight = compareheight;
                item->comparecrc = comparecrc;
                item->next = r_skinframe.hash[hashindex];
                r_skinframe.hash[hashindex] = item;
        }
+       else if (textureflags & TEXF_FORCE_RELOAD)
+       {
+               rtexture_t *dyntexture;
+               // check whether its a dynamic texture
+               dyntexture = CL_GetDynTexture( basename );
+               if (!add && !dyntexture)
+                       return NULL;
+               if (item->merged == item->base)
+                       item->merged = NULL;
+               // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
+               R_PurgeTexture(item->stain );item->stain  = NULL;
+               R_PurgeTexture(item->merged);item->merged = NULL;
+               R_PurgeTexture(item->base  );item->base   = NULL;
+               R_PurgeTexture(item->pants );item->pants  = NULL;
+               R_PurgeTexture(item->shirt );item->shirt  = NULL;
+               R_PurgeTexture(item->nmap  );item->nmap   = NULL;
+               R_PurgeTexture(item->gloss );item->gloss  = NULL;
+               R_PurgeTexture(item->glow  );item->glow   = NULL;
+               R_PurgeTexture(item->fog   );item->fog    = NULL;
+       R_PurgeTexture(item->reflect);item->reflect = NULL;
+               item->loadsequence = 0;
+       }
        else if( item->base == NULL )
        {
                rtexture_t *dyntexture;
@@ -3296,6 +3338,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // we've got some pixels to store, so really allocate this new texture now
        if (!skinframe)
                skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
+       textureflags &= ~TEXF_FORCE_RELOAD;
        skinframe->stain = NULL;
        skinframe->merged = NULL;
        skinframe->base = NULL;
@@ -3348,11 +3391,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        }
                }
                R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
+#ifndef USE_GLES2
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
                        R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
                        R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
        }
 
        if (r_loaddds)
@@ -3393,8 +3438,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                        skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                }
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
                        R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
        }
 
        // _luma is supported only for tenebrae compatibility
@@ -3403,17 +3450,21 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
        {
                skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
                        R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
        if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
                        R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3422,8 +3473,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
        {
                skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
                        R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3432,8 +3485,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
        {
                skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
                        R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3442,8 +3497,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
        {
                skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
                        R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
                Mem_Free(pixels);
                pixels = NULL;
        }
@@ -3465,9 +3522,10 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                return NULL;
 
        // if already loaded just return it, otherwise make a new skinframe
-       skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
+       skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
        if (skinframe && skinframe->base)
                return skinframe;
+       textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -3537,6 +3595,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
        if (skinframe && skinframe->base)
                return skinframe;
+       textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -3658,6 +3717,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
        if (skinframe && skinframe->base)
                return skinframe;
+       textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -4050,8 +4110,10 @@ void gl_main_shutdown(void)
        case RENDERPATH_GL20:
        case RENDERPATH_GLES1:
        case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
                if (r_maxqueries)
                        qglDeleteQueriesARB(r_maxqueries, r_queries);
+#endif
                break;
        case RENDERPATH_D3D9:
                //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
@@ -4197,6 +4259,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
        Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
        Cvar_RegisterVariable(&r_cullentities_trace_delay);
+       Cvar_RegisterVariable(&r_sortentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_drawexteriormodel);
        Cvar_RegisterVariable(&r_speeds);
@@ -4223,6 +4286,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_fog_clear);
        Cvar_RegisterVariable(&r_drawfog);
        Cvar_RegisterVariable(&r_transparentdepthmasking);
+       Cvar_RegisterVariable(&r_transparent_sortmindist);
        Cvar_RegisterVariable(&r_transparent_sortmaxdist);
        Cvar_RegisterVariable(&r_transparent_sortarraysize);
        Cvar_RegisterVariable(&r_texture_dds_load);
@@ -4245,6 +4309,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
        Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
        Cvar_RegisterVariable(&r_glsl_postprocess);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
@@ -4334,6 +4400,7 @@ void Render_Init(void)
 GL_Init
 ===============
 */
+#ifndef USE_GLES2
 extern char *ENGINE_EXTENSIONS;
 void GL_Init (void)
 {
@@ -4361,6 +4428,7 @@ void GL_Init (void)
        // clear to black (loading plaque will be seen over this)
        GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
 }
+#endif
 
 int R_CullBox(const vec3_t mins, const vec3_t maxs)
 {
@@ -6013,16 +6081,18 @@ void R_Bloom_StartFrame(void)
                        r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
                        R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
+#ifndef USE_GLES2
                        // render depth into one texture and normalmap into the other
                        if (qglDrawBuffer)
                        {
                                int status;
-                               qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                               qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
-                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
-                               if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+                               qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+                               qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+                               status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+                               if (status != GL_FRAMEBUFFER_COMPLETE)
                                        Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
                        }
+#endif
                }
                r_bloomstate.bloomtexturewidth = bloomtexturewidth;
                r_bloomstate.bloomtextureheight = bloomtextureheight;
@@ -6510,67 +6580,9 @@ static void R_BlendView(void)
 
 matrix4x4_t r_waterscrollmatrix;
 
-void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
-{
-       if (r_refdef.fog_density)
-       {
-               r_refdef.fogcolor[0] = r_refdef.fog_red;
-               r_refdef.fogcolor[1] = r_refdef.fog_green;
-               r_refdef.fogcolor[2] = r_refdef.fog_blue;
-
-               Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
-               r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
-               r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
-               r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
-
-               {
-                       vec3_t fogvec;
-                       VectorCopy(r_refdef.fogcolor, fogvec);
-                       //   color.rgb *= ContrastBoost * SceneBrightness;
-                       VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
-                       r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
-                       r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
-                       r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
-               }
-       }
-}
-
-void R_UpdateVariables(void)
+void R_UpdateFog(void) // needs to be called before HDR subrender too, as that changes colorscale!
 {
-       R_Textures_Frame();
-
-       r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
-
-       r_refdef.farclip = r_farclip_base.value;
-       if (r_refdef.scene.worldmodel)
-               r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
-       r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
-
-       if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
-               Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
-       r_refdef.polygonfactor = 0;
-       r_refdef.polygonoffset = 0;
-       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
-       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
-
-       r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
-       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
-       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)
-       {
-               r_refdef.lightmapintensity *= r_fakelight_intensity.value;
-       }
-       if (r_showsurfaces.integer)
-       {
-               r_refdef.scene.rtworld = false;
-               r_refdef.scene.rtworldshadows = false;
-               r_refdef.scene.rtdlight = false;
-               r_refdef.scene.rtdlightshadows = false;
-               r_refdef.lightmapintensity = 0;
-       }
-
+       // Nehahra fog
        if (gamemode == GAME_NEHAHRA)
        {
                if (gl_fogenable.integer)
@@ -6601,12 +6613,11 @@ void R_UpdateVariables(void)
                }
        }
 
+       // fog parms
        r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
        r_refdef.fog_start = max(0, r_refdef.fog_start);
        r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
 
-       // R_UpdateFogColor(); // why? R_RenderScene does it anyway
-
        if (r_refdef.fog_density && r_drawfog.integer)
        {
                r_refdef.fogenabled = true;
@@ -6632,6 +6643,66 @@ void R_UpdateVariables(void)
        else
                r_refdef.fogenabled = false;
 
+       // fog color
+       if (r_refdef.fog_density)
+       {
+               r_refdef.fogcolor[0] = r_refdef.fog_red;
+               r_refdef.fogcolor[1] = r_refdef.fog_green;
+               r_refdef.fogcolor[2] = r_refdef.fog_blue;
+
+               Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
+               r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
+               r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
+               r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
+
+               {
+                       vec3_t fogvec;
+                       VectorCopy(r_refdef.fogcolor, fogvec);
+                       //   color.rgb *= ContrastBoost * SceneBrightness;
+                       VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
+                       r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
+                       r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
+                       r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
+               }
+       }
+}
+
+void R_UpdateVariables(void)
+{
+       R_Textures_Frame();
+
+       r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
+
+       r_refdef.farclip = r_farclip_base.value;
+       if (r_refdef.scene.worldmodel)
+               r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
+       r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
+
+       if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
+               Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
+       r_refdef.polygonfactor = 0;
+       r_refdef.polygonoffset = 0;
+       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+
+       r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
+       r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
+       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)
+       {
+               r_refdef.lightmapintensity *= r_fakelight_intensity.value;
+       }
+       if (r_showsurfaces.integer)
+       {
+               r_refdef.scene.rtworld = false;
+               r_refdef.scene.rtworldshadows = false;
+               r_refdef.scene.rtdlight = false;
+               r_refdef.scene.rtdlightshadows = false;
+               r_refdef.lightmapintensity = 0;
+       }
+
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -6714,6 +6785,37 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
        }
 }
 
+int R_SortEntities_Compare(const void *ap, const void *bp)
+{
+       const entity_render_t *a = *(const entity_render_t **)ap;
+       const entity_render_t *b = *(const entity_render_t **)bp;
+
+       // 1. compare model
+       if(a->model < b->model)
+               return -1;
+       if(a->model > b->model)
+               return +1;
+
+       // 2. compare skin
+       // TODO possibly calculate the REAL skinnum here first using
+       // skinscenes?
+       if(a->skinnum < b->skinnum)
+               return -1;
+       if(a->skinnum > b->skinnum)
+               return +1;
+
+       // everything we compared is equal
+       return 0;
+}
+void R_SortEntities(void)
+{
+       // below or equal 2 ents, sorting never gains anything
+       if(r_refdef.scene.numentities <= 2)
+               return;
+       // sort
+       qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
+}
+
 /*
 ================
 R_RenderView
@@ -6738,6 +6840,8 @@ void R_RenderView(void)
 
        if (!r_drawentities.integer)
                r_refdef.scene.numentities = 0;
+       else if (r_sortentities.integer)
+               R_SortEntities();
 
        R_AnimCache_ClearCache();
        R_FrameData_NewFrame();
@@ -6879,7 +6983,7 @@ void R_RenderScene(void)
 
        r_refdef.stats.renders++;
 
-       R_UpdateFogColor();
+       R_UpdateFog();
 
        // don't let sound skip if going slow
        if (r_refdef.scene.extraupdate)
@@ -7822,6 +7926,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        }
        t->specularscale *= t->specularscalemod;
        t->specularpower *= t->specularpowermod;
+       t->rtlightambient = 0;
 
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
@@ -11350,6 +11455,7 @@ void R_DrawDebugModel(void)
 
        GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 
+#ifndef USE_GLES2
        if (r_showtris.integer && qglPolygonMode)
        {
                if (r_showdisabledepthtest.integer)
@@ -11460,6 +11566,7 @@ void R_DrawDebugModel(void)
                }
                rsurface.texture = NULL;
        }
+#endif
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);