]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
redesigned skeletal model loading and rendering to use matrix-palette animation ...
[xonotic/darkplaces.git] / gl_rmain.c
index 49004019f351ed464262c848cb315b08ba950085..7e1921575c5f8992ae45408439460fb8981bd3db 100644 (file)
@@ -23,14 +23,15 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "r_shadow.h"
 #include "polygon.h"
 
+mempool_t *r_main_mempool;
+rtexturepool_t *r_main_texturepool;
+
 // used for dlight push checking and other things
 int r_framecount;
 
 mplane_t frustum[5];
 
-matrix4x4_t r_identitymatrix;
-
-int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
+renderstats_t renderstats;
 
 // true during envmap command capture
 qboolean envmap;
@@ -47,9 +48,6 @@ qboolean r_rtdlight;
 qboolean r_rtdlightshadows;
 
 
-// forces all rendering to draw triangle outlines
-int r_showtrispass;
-
 // view origin
 vec3_t r_vieworigin;
 vec3_t r_viewforward;
@@ -62,56 +60,70 @@ int r_view_z;
 int r_view_width;
 int r_view_height;
 int r_view_depth;
-float r_view_fov_x;
-float r_view_fov_y;
 matrix4x4_t r_view_matrix;
-
+float r_polygonfactor;
+float r_polygonoffset;
+float r_shadowpolygonfactor;
+float r_shadowpolygonoffset;
 //
 // screen size info
 //
 refdef_t r_refdef;
 
-// 8.8 fraction of base light value
-unsigned short d_lightstylevalue[256];
-
-cvar_t r_showtris = {0, "r_showtris", "0"};
-cvar_t r_drawentities = {0, "r_drawentities","1"};
-cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_speeds = {0, "r_speeds","0"};
-cvar_t r_fullbright = {0, "r_fullbright","0"};
-cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
-cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
-cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
-
-cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
-cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {0, "gl_fogred","0.3"};
-cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
-cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
-cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
-cvar_t gl_fogend = {0, "gl_fogend","0"};
-
-cvar_t r_textureunits = {0, "r_textureunits", "32"};
+cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
+cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
+cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
+cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
+cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
+cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
+cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
+cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
+cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing\n"};
+cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
+cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
+cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
+cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
+
+cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
+
+cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
+
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
+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_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
+
+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"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
+
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
+
+cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
-cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
-cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
-cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
-cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
-
-cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
-cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
-cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
-cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
-cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
-
-cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
-
-cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
-
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
-
-rtexturepool_t *r_main_texturepool;
 rtexture_t *r_bloom_texture_screen;
 rtexture_t *r_bloom_texture_bloom;
 rtexture_t *r_texture_blanknormalmap;
@@ -120,8 +132,13 @@ rtexture_t *r_texture_black;
 rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
 rtexture_t *r_texture_normalizationcube;
-rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
-rtexture_t *r_texture_distorttexture[64];
+rtexture_t *r_texture_fogattenuation;
+//rtexture_t *r_texture_fogintensity;
+
+// information about each possible shader permutation
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
 
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
@@ -152,6 +169,11 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a)
 
 vec3_t fogcolor;
 vec_t fogdensity;
+vec_t fogrange;
+vec_t fograngerecip;
+int fogtableindex;
+vec_t fogtabledistmultiplier;
+float fogtable[FOGTABLEWIDTH];
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
@@ -186,6 +208,12 @@ void R_UpdateFog(void)
        {
                fogenabled = true;
                fogdensity = -4000.0f / (fog_density * fog_density);
+               // this is the point where the fog reaches 0.9986 alpha, which we
+               // consider a good enough cutoff point for the texture
+               // (0.9986 * 256 == 255.6)
+               fogrange = 400 / fog_density;
+               fograngerecip = 1.0f / fogrange;
+               fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip;
                // fog color was already set
        }
        else
@@ -209,6 +237,9 @@ void FOG_clear(void)
 // FIXME: move this to client?
 void FOG_registercvars(void)
 {
+       int x;
+       double r, alpha;
+
        if (gamemode == GAME_NEHAHRA)
        {
                Cvar_RegisterVariable (&gl_fogenable);
@@ -219,108 +250,20 @@ void FOG_registercvars(void)
                Cvar_RegisterVariable (&gl_fogstart);
                Cvar_RegisterVariable (&gl_fogend);
        }
-}
-
-static void R_BuildDetailTextures (void)
-{
-       int i, x, y, light;
-       float vc[3], vx[3], vy[3], vn[3], lightdir[3];
-#define DETAILRESOLUTION 256
-       qbyte (*data)[DETAILRESOLUTION][4];
-       qbyte (*noise)[DETAILRESOLUTION];
-
-       // Allocate the buffers dynamically to avoid having such big guys on the stack
-       data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data));
-       noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise));
-
-       lightdir[0] = 0.5;
-       lightdir[1] = 1;
-       lightdir[2] = -0.25;
-       VectorNormalize(lightdir);
-       for (i = 0;i < NUM_DETAILTEXTURES;i++)
-       {
-               fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
-               for (y = 0;y < DETAILRESOLUTION;y++)
-               {
-                       for (x = 0;x < DETAILRESOLUTION;x++)
-                       {
-                               vc[0] = x;
-                               vc[1] = y;
-                               vc[2] = noise[y][x] * (1.0f / 32.0f);
-                               vx[0] = x + 1;
-                               vx[1] = y;
-                               vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
-                               vy[0] = x;
-                               vy[1] = y + 1;
-                               vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
-                               VectorSubtract(vx, vc, vx);
-                               VectorSubtract(vy, vc, vy);
-                               CrossProduct(vx, vy, vn);
-                               VectorNormalize(vn);
-                               light = 128 - DotProduct(vn, lightdir) * 128;
-                               light = bound(0, light, 255);
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
-                               data[y][x][3] = 255;
-                       }
-               }
-               r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
-       }
-
-       Mem_Free(noise);
-       Mem_Free(data);
-}
-
-static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
-{
-       int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
-                       ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
-                       ((y2 - y0) * morph) +
-                       (y1));
-       return (qbyte)bound(0, m, 255);
-}
-
-static void R_BuildDistortTexture (void)
-{
-       int x, y, i, j;
-#define DISTORTRESOLUTION 32
-       qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
-
-       for (i=0; i<4; i++)
-       {
-               for (y=0; y<DISTORTRESOLUTION; y++)
-               {
-                       for (x=0; x<DISTORTRESOLUTION; x++)
-                       {
-                               data[i][y][x][0] = rand () & 255;
-                               data[i][y][x][1] = rand () & 255;
-                       }
-               }
-       }
 
-       for (i=0; i<4; i++)
+       r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
+       for (x = 0;x < FOGTABLEWIDTH;x++)
        {
-               for (j=0; j<16; j++)
-               {
-                       r_texture_distorttexture[i*16+j] = NULL;
-                       if (gl_textureshader)
-                       {
-                               for (y=0; y<DISTORTRESOLUTION; y++)
-                               {
-                                       for (x=0; x<DISTORTRESOLUTION; x++)
-                                       {
-                                               data[4][y][x][0] = R_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
-                                               data[4][y][x][1] = R_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
-                                       }
-                               }
-                               r_texture_distorttexture[i*16+j] = R_LoadTexture2D(r_main_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
-                       }
-               }
+               alpha = exp(r / ((double)x*(double)x));
+               if (x == FOGTABLEWIDTH - 1)
+                       alpha = 1;
+               fogtable[x] = bound(0, alpha, 1);
        }
 }
 
 static void R_BuildBlankTextures(void)
 {
-       qbyte data[4];
+       unsigned char data[4];
        data[0] = 128; // normal X
        data[1] = 128; // normal Y
        data[2] = 255; // normal Z
@@ -341,7 +284,7 @@ static void R_BuildBlankTextures(void)
 static void R_BuildNoTexture(void)
 {
        int x, y;
-       qbyte pix[16][16][4];
+       unsigned char pix[16][16][4];
        // this makes a light grey/dark grey checkerboard texture
        for (y = 0;y < 16;y++)
        {
@@ -368,7 +311,7 @@ static void R_BuildNoTexture(void)
 
 static void R_BuildWhiteCube(void)
 {
-       qbyte data[6*1*1*4];
+       unsigned char data[6*1*1*4];
        data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
        data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
        data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
@@ -384,7 +327,7 @@ static void R_BuildNormalizationCube(void)
        vec3_t v;
        vec_t s, t, intensity;
 #define NORMSIZE 64
-       qbyte data[6][NORMSIZE][NORMSIZE][4];
+       unsigned char data[6][NORMSIZE][NORMSIZE][4];
        for (side = 0;side < 6;side++)
        {
                for (y = 0;y < NORMSIZE;y++)
@@ -395,6 +338,7 @@ static void R_BuildNormalizationCube(void)
                                t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
                                switch(side)
                                {
+                               default:
                                case 0:
                                        v[0] = 1;
                                        v[1] = -t;
@@ -427,9 +371,9 @@ static void R_BuildNormalizationCube(void)
                                        break;
                                }
                                intensity = 127.0f / sqrt(DotProduct(v, v));
-                               data[side][y][x][0] = 128.0f + intensity * v[0];
-                               data[side][y][x][1] = 128.0f + intensity * v[1];
-                               data[side][y][x][2] = 128.0f + intensity * v[2];
+                               data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
+                               data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
+                               data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
                                data[side][y][x][3] = 255;
                        }
                }
@@ -437,6 +381,625 @@ static void R_BuildNormalizationCube(void)
        r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
 }
 
+static void R_BuildFogTexture(void)
+{
+       int x, b;
+       double r, alpha;
+#define FOGWIDTH 64
+       unsigned char data1[FOGWIDTH][4];
+       //unsigned char data2[FOGWIDTH][4];
+       r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
+       for (x = 0;x < FOGWIDTH;x++)
+       {
+               alpha = exp(r / ((double)x*(double)x));
+               if (x == FOGWIDTH - 1)
+                       alpha = 1;
+               b = (int)(256.0 * alpha);
+               b = bound(0, b, 255);
+               data1[x][0] = 255 - b;
+               data1[x][1] = 255 - b;
+               data1[x][2] = 255 - b;
+               data1[x][3] = 255;
+               //data2[x][0] = b;
+               //data2[x][1] = b;
+               //data2[x][2] = b;
+               //data2[x][3] = 255;
+       }
+       r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+       //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
+}
+
+static const char *builtinshaderstring =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// common definitions between vertex shader and fragment shader:\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"varying vec2 TexCoordLightmap;\n"
+"\n"
+"varying vec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"varying vec3 EyeVector;\n"
+"#ifdef USEFOG\n"
+"varying vec3 EyeVectorModelSpace;\n"
+"#endif\n"
+"\n"
+"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
+"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
+"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"uniform vec3 LightPosition;\n"
+"uniform vec3 EyePosition;\n"
+"uniform vec3 LightDir;\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      gl_FrontColor = gl_Color;\n"
+"      // copy the surface texcoord\n"
+"      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+"      TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"      // transform vertex position into light attenuation/cubemap space\n"
+"      // (-1 to +1 across the light box)\n"
+"      CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+"      // transform unnormalized light direction into tangent space\n"
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
+"      //  normalize it per pixel)\n"
+"      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"      LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"#ifndef USEFOG\n"
+"      vec3 EyeVectorModelSpace;\n"
+"#endif\n"
+"      EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"      VectorS = gl_MultiTexCoord1.xyz;\n"
+"      VectorT = gl_MultiTexCoord2.xyz;\n"
+"      VectorR = gl_MultiTexCoord3.xyz;\n"
+"#endif\n"
+"\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"\n"
+"#endif // VERTEX_SHADER\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"uniform sampler2D Texture_Normal;\n"
+"uniform sampler2D Texture_Color;\n"
+"uniform sampler2D Texture_Gloss;\n"
+"uniform samplerCube Texture_Cube;\n"
+"uniform sampler2D Texture_FogMask;\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
+"uniform sampler2D Texture_Lightmap;\n"
+"uniform sampler2D Texture_Deluxemap;\n"
+"uniform sampler2D Texture_Glow;\n"
+"\n"
+"uniform vec3 LightColor;\n"
+"uniform vec3 AmbientColor;\n"
+"uniform vec3 DiffuseColor;\n"
+"uniform vec3 SpecularColor;\n"
+"uniform vec3 Color_Pants;\n"
+"uniform vec3 Color_Shirt;\n"
+"uniform vec3 FogColor;\n"
+"\n"
+"uniform float OffsetMapping_Scale;\n"
+"uniform float OffsetMapping_Bias;\n"
+"uniform float FogRangeRecip;\n"
+"\n"
+"uniform float AmbientScale;\n"
+"uniform float DiffuseScale;\n"
+"uniform float SpecularScale;\n"
+"uniform float SpecularPower;\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // apply offsetmapping\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      vec2 TexCoordOffset = TexCoord;\n"
+"#define TexCoord TexCoordOffset\n"
+"\n"
+"      vec3 eyedir = vec3(normalize(EyeVector));\n"
+"      float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
+"      depthbias = 1.0 - depthbias * depthbias;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+"      // 14 sample relief mapping: linear search and then binary search\n"
+"      vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
+"      vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+"      TexCoord = RT.xy;\n"
+"#else\n"
+"      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+"      vec2 OffsetVector = vec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333));\n"
+"      //TexCoord += OffsetVector * 3.0;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#endif\n"
+"#endif\n"
+"\n"
+"      // combine the diffuse textures (base, pants, shirt)\n"
+"      vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USECOLORMAPPING\n"
+"      color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"      // light source\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"      // apply light cubemap filter\n"
+"      //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
+"      color.rgb *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+"      // apply light color\n"
+"      color.rgb *= LightColor;\n"
+"\n"
+"      // apply attenuation\n"
+"      //\n"
+"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+"      // center and sharp falloff at the edge, this is about the most efficient\n"
+"      // we can get away with as far as providing illumination.\n"
+"      //\n"
+"      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+"      // provide significant illumination, large = slow = pain.\n"
+"      color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTION)\n"
+"      // directional model lighting\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal = vec3(normalize(LightVector));\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n"
+"#ifdef USESPECULAR\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n"
+"      // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
+"      vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
+"\n"
+"      // calculate directional shading\n"
+"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"      // apply lightmap color\n"
+"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"      // deluxemap lightmapping using light vectors in tangentspace\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"      vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
+"\n"
+"      // calculate directional shading\n"
+"      vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n"
+"      tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"      // apply lightmap color\n"
+"      color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#else // MODE none (lightmap)\n"
+"      // apply lightmap color\n"
+"      color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n"
+"#endif // MODE\n"
+"\n"
+"      color *= gl_Color;\n"
+"\n"
+"#ifdef USEGLOW\n"
+"      color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+"      // apply fog\n"
+"      float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n"
+"      color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
+"#endif\n"
+"\n"
+"      gl_FragColor = color;\n"
+"}\n"
+"\n"
+"#endif // FRAGMENT_SHADER\n"
+;
+
+void R_GLSL_CompilePermutation(int permutation)
+{
+       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
+       int vertstrings_count;
+       int fragstrings_count;
+       char *shaderstring;
+       const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
+       const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+       char permutationname[256];
+       if (p->compiled)
+               return;
+       p->compiled = true;
+       vertstrings_list[0] = "#define VERTEX_SHADER\n";
+       fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
+       vertstrings_count = 1;
+       fragstrings_count = 1;
+       permutationname[0] = 0;
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n";
+               strlcat(permutationname, " lightsource", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
+               strlcat(permutationname, " lightdirectionmap_modelspace", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
+               strlcat(permutationname, " lightdirectionmap_tangentspace", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
+               strlcat(permutationname, " lightdirection", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_GLOW)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEGLOW\n";
+               fragstrings_list[fragstrings_count++] = "#define USEGLOW\n";
+               strlcat(permutationname, " glow", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_COLORMAPPING)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
+               fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
+               strlcat(permutationname, " colormapping", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_SPECULAR)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
+               fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+               strlcat(permutationname, " specular", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_FOG)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
+               fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+               strlcat(permutationname, " fog", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_CUBEFILTER)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
+               fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+               strlcat(permutationname, " cubefilter", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
+               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+               strlcat(permutationname, " offsetmapping", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
+               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
+               strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
+       }
+       shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
+       if (shaderstring)
+       {
+               Con_DPrintf("GLSL shader text loaded from disk\n");
+               vertstrings_list[vertstrings_count++] = shaderstring;
+               fragstrings_list[fragstrings_count++] = shaderstring;
+       }
+       else
+       {
+               vertstrings_list[vertstrings_count++] = builtinshaderstring;
+               fragstrings_list[fragstrings_count++] = builtinshaderstring;
+       }
+       p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+       if (p->program)
+       {
+               CHECKGLERROR
+               qglUseProgramObjectARB(p->program);CHECKGLERROR
+               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_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
+               p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
+               p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+               p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
+               p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
+               p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
+               p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
+               p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
+               p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
+               p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
+               p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
+               p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
+               p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+               p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
+               p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
+               p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
+               p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
+               p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+               p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
+               p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
+               p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
+               p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
+               if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
+               if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
+               if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
+               if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
+               if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
+               if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
+               if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
+               if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
+               if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
+               CHECKGLERROR
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+       else
+               Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
+       if (shaderstring)
+               Mem_Free(shaderstring);
+}
+
+void R_GLSL_Restart_f(void)
+{
+       int i;
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               if (r_glsl_permutations[i].program)
+                       GL_Backend_FreeProgram(r_glsl_permutations[i].program);
+       memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
+}
+
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
+{
+       // select a permutation of the lighting shader appropriate to this
+       // combination of texture, entity, light source, and fogging, only use the
+       // minimum features necessary to avoid wasting rendering time in the
+       // fragment shader on features that are not being used
+       int permutation = 0;
+       float specularscale = rsurface_texture->specularscale;
+       r_glsl_permutation = NULL;
+       if (r_shadow_rtlight)
+       {
+               permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
+               specularscale *= r_shadow_rtlight->specularscale;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+                       permutation |= SHADERPERMUTATION_CUBEFILTER;
+       }
+       else
+       {
+               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+               {
+                       if (modellighting)
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+                       else
+                       {
+                               if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture)
+                               {
+                                       if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                                       else
+                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                               }
+                               else if (r_glsl_deluxemapping.integer >= 2) // fake mode
+                                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       }
+               }
+               if (rsurface_texture->skin.glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+       }
+       if (specularscale > 0)
+               permutation |= SHADERPERMUTATION_SPECULAR;
+       if (fogenabled)
+               permutation |= SHADERPERMUTATION_FOG;
+       if (rsurface_texture->colormapping)
+               permutation |= SHADERPERMUTATION_COLORMAPPING;
+       if (r_glsl_offsetmapping.integer)
+       {
+               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+               if (r_glsl_offsetmapping_reliefmapping.integer)
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+       }
+       if (!r_glsl_permutations[permutation].program)
+       {
+               if (!r_glsl_permutations[permutation].compiled)
+                       R_GLSL_CompilePermutation(permutation);
+               if (!r_glsl_permutations[permutation].program)
+               {
+                       // remove features until we find a valid permutation
+                       int i;
+                       for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+                       {
+                               // reduce i more quickly whenever it would not remove any bits
+                               if (permutation < i)
+                                       continue;
+                               permutation &= i;
+                               if (!r_glsl_permutations[permutation].compiled)
+                                       R_GLSL_CompilePermutation(permutation);
+                               if (r_glsl_permutations[permutation].program)
+                                       break;
+                               if (!i)
+                                       return 0; // utterly failed
+                       }
+               }
+       }
+       r_glsl_permutation = r_glsl_permutations + permutation;
+       CHECKGLERROR
+       qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+       R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+       {
+               if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
+               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
+               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
+               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+       }
+       else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+       {
+               if (r_glsl_permutation->loc_AmbientColor >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
+               if (r_glsl_permutation->loc_DiffuseColor >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
+               if (r_glsl_permutation->loc_SpecularColor >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
+               if (r_glsl_permutation->loc_LightDir >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
+       }
+       else
+       {
+               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
+               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
+               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
+       }
+       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap));
+       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
+       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
+       //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+       if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants));
+       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt));
+       //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+       //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow));
+       if (r_glsl_permutation->loc_FogColor >= 0)
+       {
+               // additive passes are only darkened by fog, not tinted
+               if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+               else
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]);
+       }
+       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
+       if (r_glsl_permutation->loc_Color_Pants >= 0)
+       {
+               if (rsurface_texture->skin.pants)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
+               else
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+       }
+       if (r_glsl_permutation->loc_Color_Shirt >= 0)
+       {
+               if (rsurface_texture->skin.shirt)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
+               else
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+       }
+       if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip);
+       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
+       if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+       CHECKGLERROR
+       return permutation;
+}
+
+void R_SwitchSurfaceShader(int permutation)
+{
+       if (r_glsl_permutation != r_glsl_permutations + permutation)
+       {
+               r_glsl_permutation = r_glsl_permutations + permutation;
+               CHECKGLERROR
+               qglUseProgramObjectARB(r_glsl_permutation->program);
+               CHECKGLERROR
+       }
+}
+
 void gl_main_start(void)
 {
        r_main_texturepool = R_AllocTexturePool();
@@ -444,13 +1007,13 @@ void gl_main_start(void)
        r_bloom_texture_bloom = NULL;
        R_BuildBlankTextures();
        R_BuildNoTexture();
-       R_BuildDetailTextures();
-       R_BuildDistortTexture();
        if (gl_texturecubemap)
        {
                R_BuildWhiteCube();
                R_BuildNormalizationCube();
        }
+       R_BuildFogTexture();
+       memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
 void gl_main_shutdown(void)
@@ -463,6 +1026,7 @@ void gl_main_shutdown(void)
        r_texture_black = NULL;
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
+       R_GLSL_Restart_f();
 }
 
 extern void CL_ParseEntityLump(char *entitystring);
@@ -479,7 +1043,7 @@ void gl_main_newmap(void)
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
                        strcpy(entname + l, ".ent");
-                       if ((entities = FS_LoadFile(entname, tempmempool, true)))
+                       if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
                        {
                                CL_ParseEntityLump(entities);
                                Mem_Free(entities);
@@ -493,10 +1057,20 @@ void gl_main_newmap(void)
 
 void GL_Main_Init(void)
 {
-       Matrix4x4_CreateIdentity(&r_identitymatrix);
-// FIXME: move this to client?
-       FOG_registercvars();
+       r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
+
+       Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
+       FOG_registercvars(); // FIXME: move this fog stuff to client?
+       Cvar_RegisterVariable(&r_nearclip);
+       Cvar_RegisterVariable(&r_showsurfaces);
        Cvar_RegisterVariable(&r_showtris);
+       Cvar_RegisterVariable(&r_shownormals);
+       Cvar_RegisterVariable(&r_showlighting);
+       Cvar_RegisterVariable(&r_showshadowvolumes);
+       Cvar_RegisterVariable(&r_showcollisionbrushes);
+       Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
+       Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
+       Cvar_RegisterVariable(&r_showdisabledepthtest);
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_speeds);
@@ -504,12 +1078,16 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_wateralpha);
        Cvar_RegisterVariable(&r_dynamic);
        Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_textureunits);
+       Cvar_RegisterVariable(&r_glsl);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
+       Cvar_RegisterVariable(&r_glsl_deluxemapping);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
-       Cvar_RegisterVariable(&r_watershader);
-       Cvar_RegisterVariable(&r_drawcollisionbrushes);
        Cvar_RegisterVariable(&r_bloom);
        Cvar_RegisterVariable(&r_bloom_intensity);
        Cvar_RegisterVariable(&r_bloom_blur);
@@ -518,7 +1096,9 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
-       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
+       Cvar_RegisterVariable(&r_test);
+       Cvar_RegisterVariable(&r_batchmode);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
@@ -592,7 +1172,6 @@ void Render_Init(void)
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       UI_Init();
        Sbar_Init();
        R_LightningBeams_Init();
        Mod_RenderInit();
@@ -612,8 +1191,9 @@ void GL_Init (void)
        Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
 
        // clear to black (loading plaque will be seen over this)
-       qglClearColor(0,0,0,1);
-       qglClear(GL_COLOR_BUFFER_BIT);
+       CHECKGLERROR
+       qglClearColor(0,0,0,1);CHECKGLERROR
+       qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
 }
 
 int R_CullBox(const vec3_t mins, const vec3_t maxs)
@@ -665,6 +1245,26 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 
 //==================================================================================
 
+static void R_UpdateEntityLighting(entity_render_t *ent)
+{
+       vec3_t tempdiffusenormal;
+       VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
+       VectorClear(ent->modellight_diffuse);
+       VectorClear(ent->modellight_lightdir);
+       if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
+               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+       else // highly rare
+               VectorSet(ent->modellight_ambient, 1, 1, 1);
+       Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+       VectorNormalize(ent->modellight_lightdir);
+       ent->modellight_ambient[0] *= ent->colormod[0] * r_lightmapintensity;
+       ent->modellight_ambient[1] *= ent->colormod[1] * r_lightmapintensity;
+       ent->modellight_ambient[2] *= ent->colormod[2] * r_lightmapintensity;
+       ent->modellight_diffuse[0] *= ent->colormod[0] * r_lightmapintensity;
+       ent->modellight_diffuse[1] *= ent->colormod[1] * r_lightmapintensity;
+       ent->modellight_diffuse[2] *= ent->colormod[2] * r_lightmapintensity;
+}
+
 static void R_MarkEntities (void)
 {
        int i, renderimask;
@@ -681,15 +1281,14 @@ static void R_MarkEntities (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       Mod_CheckLoaded(ent->model);
                        // some of the renderer still relies on origin...
                        Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
                        // some of the renderer still relies on scale...
                        ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
                        if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
                        {
-                               R_UpdateEntLights(ent);
                                ent->visframe = r_framecount;
+                               R_UpdateEntityLighting(ent);
                        }
                }
        }
@@ -699,15 +1298,14 @@ static void R_MarkEntities (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       Mod_CheckLoaded(ent->model);
                        // some of the renderer still relies on origin...
                        Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
                        // some of the renderer still relies on scale...
                        ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
                        if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
                        {
-                               R_UpdateEntLights(ent);
                                ent->visframe = r_framecount;
+                               R_UpdateEntityLighting(ent);
                        }
                }
        }
@@ -749,6 +1347,7 @@ void R_DrawModels(void)
                ent = r_refdef.entities[i];
                if (ent->visframe == r_framecount)
                {
+                       renderstats.entities++;
                        if (ent->model && ent->model->Draw != NULL)
                                ent->model->Draw(ent);
                        else
@@ -763,62 +1362,157 @@ static void R_SetFrustum(void)
        Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
        VectorNegate(r_viewleft, r_viewright);
 
-       // LordHavoc: note to all quake engine coders, the special case for 90
-       // degrees assumed a square view (wrong), so I removed it, Quake2 has it
-       // disabled as well.
+#if 0
+       frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x;
+       frustum[0].normal[1] = 0 - 0;
+       frustum[0].normal[2] = -1 - 0;
+       frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x;
+       frustum[1].normal[1] = 0 + 0;
+       frustum[1].normal[2] = -1 + 0;
+       frustum[2].normal[0] = 0 - 0;
+       frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y;
+       frustum[2].normal[2] = -1 - 0;
+       frustum[3].normal[0] = 0 + 0;
+       frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y;
+       frustum[3].normal[2] = -1 + 0;
+#endif
+
+#if 0
+       zNear = r_nearclip.value;
+       nudge = 1.0 - 1.0 / (1<<23);
+       frustum[4].normal[0] = 0 - 0;
+       frustum[4].normal[1] = 0 - 0;
+       frustum[4].normal[2] = -1 - -nudge;
+       frustum[4].dist = 0 - -2 * zNear * nudge;
+       frustum[5].normal[0] = 0 + 0;
+       frustum[5].normal[1] = 0 + 0;
+       frustum[5].normal[2] = -1 + -nudge;
+       frustum[5].dist = 0 + -2 * zNear * nudge;
+#endif
+
 
-       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+
+#if 0
+       frustum[0].normal[0] = m[3] - m[0];
+       frustum[0].normal[1] = m[7] - m[4];
+       frustum[0].normal[2] = m[11] - m[8];
+       frustum[0].dist = m[15] - m[12];
+
+       frustum[1].normal[0] = m[3] + m[0];
+       frustum[1].normal[1] = m[7] + m[4];
+       frustum[1].normal[2] = m[11] + m[8];
+       frustum[1].dist = m[15] + m[12];
+
+       frustum[2].normal[0] = m[3] - m[1];
+       frustum[2].normal[1] = m[7] - m[5];
+       frustum[2].normal[2] = m[11] - m[9];
+       frustum[2].dist = m[15] - m[13];
+
+       frustum[3].normal[0] = m[3] + m[1];
+       frustum[3].normal[1] = m[7] + m[5];
+       frustum[3].normal[2] = m[11] + m[9];
+       frustum[3].dist = m[15] + m[13];
+
+       frustum[4].normal[0] = m[3] - m[2];
+       frustum[4].normal[1] = m[7] - m[6];
+       frustum[4].normal[2] = m[11] - m[10];
+       frustum[4].dist = m[15] - m[14];
+
+       frustum[5].normal[0] = m[3] + m[2];
+       frustum[5].normal[1] = m[7] + m[6];
+       frustum[5].normal[2] = m[11] + m[10];
+       frustum[5].dist = m[15] + m[14];
+#endif
+
+
+
+       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal);
+       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_x, r_viewleft, frustum[1].normal);
+       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal);
+       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_y, r_viewup, frustum[3].normal);
+       VectorCopy(r_viewforward, frustum[4].normal);
+       VectorNormalize(frustum[0].normal);
+       VectorNormalize(frustum[1].normal);
+       VectorNormalize(frustum[2].normal);
+       VectorNormalize(frustum[3].normal);
        frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
        PlaneClassify(&frustum[0]);
+       PlaneClassify(&frustum[1]);
+       PlaneClassify(&frustum[2]);
+       PlaneClassify(&frustum[3]);
+       PlaneClassify(&frustum[4]);
+
+       // LordHavoc: note to all quake engine coders, Quake had a special case
+       // for 90 degrees which assumed a square view (wrong), so I removed it,
+       // Quake2 has it disabled as well.
+
+       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+       //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
+       //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       //PlaneClassify(&frustum[0]);
 
        // rotate R_VIEWFORWARD left by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
-       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
-       PlaneClassify(&frustum[1]);
+       //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
+       //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       //PlaneClassify(&frustum[1]);
 
        // rotate R_VIEWFORWARD up by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
-       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
-       PlaneClassify(&frustum[2]);
+       //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
+       //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       //PlaneClassify(&frustum[2]);
 
        // rotate R_VIEWFORWARD down by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
-       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
-       PlaneClassify(&frustum[3]);
+       //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+       //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       //PlaneClassify(&frustum[3]);
 
        // nearclip plane
-       VectorCopy(r_viewforward, frustum[4].normal);
-       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
-       PlaneClassify(&frustum[4]);
+       //VectorCopy(r_viewforward, frustum[4].normal);
+       //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
+       //PlaneClassify(&frustum[4]);
 }
 
 static void R_BlendView(void)
 {
-       rmeshstate_t m;
-
-       if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
+       int screenwidth, screenheight;
+       qboolean dobloom;
+       qboolean doblend;
+       float vertex3f[12];
+       float texcoord2f[3][8];
+
+       // set the (poorly named) screenwidth and screenheight variables to
+       // a power of 2 at least as large as the screen, these will define the
+       // size of the texture to allocate
+       for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+       for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+
+       doblend = r_refdef.viewblend[3] >= 0.01f;
+       dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
+
+       if (!dobloom && !doblend)
                return;
 
        GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
        GL_DepthMask(true);
        GL_DepthTest(false);
-       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_Matrix(&identitymatrix);
        // vertex coordinates for a quad that covers the screen exactly
-       varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
-       varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
-       varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
-       varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
-       if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512)
+       vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
+       vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
+       vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
+       vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
+       if (dobloom)
        {
-               int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+               int bloomwidth, bloomheight, x, range;
                float xoffset, yoffset, r;
-               c_bloom++;
-               // set the (poorly named) screenwidth and screenheight variables to
-               // a power of 2 at least as large as the screen, these will define the
-               // size of the texture to allocate
-               for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
-               for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+               renderstats.bloom++;
                // allocate textures as needed
                if (!r_bloom_texture_screen)
                        r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
@@ -830,63 +1524,56 @@ static void R_BlendView(void)
                bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
                // set up a texcoord array for the full resolution screen image
                // (we have to keep this around to copy back during final render)
-               varray_texcoord2f[0][0] = 0;
-               varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
-               varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
-               varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
-               varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
-               varray_texcoord2f[0][5] = 0;
-               varray_texcoord2f[0][6] = 0;
-               varray_texcoord2f[0][7] = 0;
+               texcoord2f[0][0] = 0;
+               texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+               texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+               texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+               texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+               texcoord2f[0][5] = 0;
+               texcoord2f[0][6] = 0;
+               texcoord2f[0][7] = 0;
                // set up a texcoord array for the reduced resolution bloom image
                // (which will be additive blended over the screen image)
-               varray_texcoord2f[1][0] = 0;
-               varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
-               varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
-               varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
-               varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
-               varray_texcoord2f[1][5] = 0;
-               varray_texcoord2f[1][6] = 0;
-               varray_texcoord2f[1][7] = 0;
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = varray_vertex3f;
-               m.pointer_texcoord[0] = varray_texcoord2f[0];
-               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
-               R_Mesh_State(&m);
+               texcoord2f[1][0] = 0;
+               texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+               texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+               texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+               texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+               texcoord2f[1][5] = 0;
+               texcoord2f[1][6] = 0;
+               texcoord2f[1][7] = 0;
+               R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
                // copy view into the full resolution screen image texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
-               c_bloomcopies++;
-               c_bloomcopypixels += r_view_width * r_view_height;
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR
+               renderstats.bloom_copypixels += r_view_width * r_view_height;
                // now scale it down to the bloom size and raise to a power of itself
                // to darken it (this leaves the really bright stuff bright, and
                // everything else becomes very dark)
                // TODO: optimize with multitexture or GLSL
-               qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               CHECKGLERROR
+               qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(1, 1, 1, 1);
                R_Mesh_Draw(0, 4, 2, polygonelements);
-               c_bloomdraws++;
-               c_bloomdrawpixels += bloomwidth * bloomheight;
+               renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                // render multiple times with a multiply blendfunc to raise to a power
                GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
                for (x = 1;x < r_bloom_power.integer;x++)
                {
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                }
                // we now have a darkened bloom image in the framebuffer, copy it into
                // the bloom image texture for more processing
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = varray_vertex3f;
-               m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
-               m.pointer_texcoord[0] = varray_texcoord2f[2];
-               R_Mesh_State(&m);
+               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
+               R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
                range = r_bloom_blur.integer * bloomwidth / 320;
@@ -896,14 +1583,14 @@ static void R_BlendView(void)
                        xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
                        yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
                        // compute a texcoord array with the specified x and y offset
-                       varray_texcoord2f[2][0] = xoffset+0;
-                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       varray_texcoord2f[2][5] = yoffset+0;
-                       varray_texcoord2f[2][6] = xoffset+0;
-                       varray_texcoord2f[2][7] = yoffset+0;
+                       texcoord2f[2][0] = xoffset+0;
+                       texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       texcoord2f[2][5] = yoffset+0;
+                       texcoord2f[2][6] = xoffset+0;
+                       texcoord2f[2][7] = yoffset+0;
                        // this r value looks like a 'dot' particle, fading sharply to
                        // black at the edges
                        // (probably not realistic but looks good enough)
@@ -912,15 +1599,14 @@ static void R_BlendView(void)
                                continue;
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
                // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // blend the vertically blurred image at multiple offsets horizontally
                // to finish the blur effect
                // TODO: do offset blends using GLSL
@@ -931,14 +1617,14 @@ static void R_BlendView(void)
                        xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
                        yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
                        // compute a texcoord array with the specified x and y offset
-                       varray_texcoord2f[2][0] = xoffset+0;
-                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
-                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
-                       varray_texcoord2f[2][5] = yoffset+0;
-                       varray_texcoord2f[2][6] = xoffset+0;
-                       varray_texcoord2f[2][7] = yoffset+0;
+                       texcoord2f[2][0] = xoffset+0;
+                       texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       texcoord2f[2][5] = yoffset+0;
+                       texcoord2f[2][6] = xoffset+0;
+                       texcoord2f[2][7] = yoffset+0;
                        // this r value looks like a 'dot' particle, fading sharply to
                        // black at the edges
                        // (probably not realistic but looks good enough)
@@ -947,64 +1633,45 @@ static void R_BlendView(void)
                                continue;
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
                // copy the blurred bloom view to a texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               CHECKGLERROR
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // go back to full view area
-               qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+               qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR
                // put the original screen image back in place and blend the bloom
                // texture on it
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = varray_vertex3f;
-               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
-               m.pointer_texcoord[0] = varray_texcoord2f[0];
-#if 0
-               dobloomblend = false;
-#else
+               GL_Color(1,1,1,1);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
                // do both in one pass if possible
+               R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
+               R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
                if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
-                       dobloomblend = false;
-                       m.texcombinergb[1] = GL_ADD;
-                       m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
-                       m.pointer_texcoord[1] = varray_texcoord2f[1];
+                       R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
+                       R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
+                       R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
                }
                else
-                       dobloomblend = true;
-#endif
-               R_Mesh_State(&m);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_Color(1,1,1,1);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
-               c_bloomdraws++;
-               c_bloomdrawpixels += r_view_width * r_view_height;
-               // now blend on the bloom texture if multipass
-               if (dobloomblend)
                {
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = varray_vertex3f;
-                       m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
-                       m.pointer_texcoord[0] = varray_texcoord2f[1];
-                       R_Mesh_State(&m);
-                       GL_BlendFunc(GL_ONE, GL_ONE);
-                       GL_Color(1,1,1,1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += r_view_width * r_view_height;
+                       renderstats.bloom_drawpixels += r_view_width * r_view_height;
+                       // now blend on the bloom texture
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
+                       R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
                }
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               renderstats.bloom_drawpixels += r_view_width * r_view_height;
        }
-       if (r_refdef.viewblend[3] >= 0.01f)
+       if (doblend)
        {
                // apply a color tint to the whole view
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = varray_vertex3f;
-               R_Mesh_State(&m);
+               R_Mesh_ResetTextureState();
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                R_Mesh_Draw(0, 4, 2, polygonelements);
@@ -1031,8 +1698,6 @@ void R_RenderView(void)
        r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
        r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
        r_view_z = 0;
-       r_view_fov_x = bound(1, r_refdef.fov_x, 170);
-       r_view_fov_y = bound(1, r_refdef.fov_y, 170);
        r_view_matrix = r_refdef.viewentitymatrix;
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        r_rtworld = r_shadow_realtime_world.integer;
@@ -1040,54 +1705,149 @@ void R_RenderView(void)
        r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
        r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
        r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       r_polygonfactor = 0;
+       r_polygonoffset = 0;
+       r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+       r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+       if (r_showsurfaces.integer)
+       {
+               r_rtworld = false;
+               r_rtworldshadows = false;
+               r_rtdlight = false;
+               r_rtdlightshadows = false;
+               r_lightmapintensity = 0;
+       }
+
+       // GL is weird because it's bottom to top, r_view_y is top to bottom
+       CHECKGLERROR
+       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       R_ClearScreen();
+       R_Textures_Frame();
+       R_UpdateFog();
+       if (r_timereport_active)
+               R_TimeReport("setup");
+
+       CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+
+       R_RenderScene();
+
+       CHECKGLERROR
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+
+       R_BlendView();
+       if (r_timereport_active)
+               R_TimeReport("blendview");
+
+       GL_Scissor(0, 0, vid.width, vid.height);
+       GL_ScissorTest(false);
+       CHECKGLERROR
+}
+
+//[515]: csqc
+void CSQC_R_ClearScreen (void)
+{
+       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+       r_view_width = bound(0, r_refdef.width, vid.width);
+       r_view_height = bound(0, r_refdef.height, vid.height);
+       r_view_depth = 1;
+       r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
+       r_view_z = 0;
+       r_view_matrix = r_refdef.viewentitymatrix;
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       r_rtworld = r_shadow_realtime_world.integer;
+       r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
+       r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+       r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+       r_polygonfactor = 0;
+       r_polygonoffset = 0;
+       r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value;
+       r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value;
+       if (r_showsurfaces.integer)
+       {
+               r_rtworld = false;
+               r_rtworldshadows = false;
+               r_rtdlight = false;
+               r_rtdlightshadows = false;
+               r_lightmapintensity = 0;
+       }
 
        // GL is weird because it's bottom to top, r_view_y is top to bottom
-       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+       CHECKGLERROR
+       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        GL_ScissorTest(true);
        GL_DepthMask(true);
        R_ClearScreen();
        R_Textures_Frame();
        R_UpdateFog();
-       R_UpdateLights();
-       R_TimeReport("setup");
+       if (r_timereport_active)
+               R_TimeReport("setup");
+       CHECKGLERROR
+}
 
-       qglDepthFunc(GL_LEQUAL);
-       qglPolygonOffset(0, 0);
-       qglEnable(GL_POLYGON_OFFSET_FILL);
+//[515]: csqc
+void CSQC_R_RenderScene (void)
+{
+       CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
 
        R_RenderScene();
 
-       qglPolygonOffset(0, 0);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       CHECKGLERROR
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
 
        R_BlendView();
-       R_TimeReport("blendview");
+       if (r_timereport_active)
+               R_TimeReport("blendview");
 
        GL_Scissor(0, 0, vid.width, vid.height);
        GL_ScissorTest(false);
+       CHECKGLERROR
 }
 
 extern void R_DrawLightningBeams (void);
+extern void VM_AddPolygonsToMeshQueue (void);
 void R_RenderScene(void)
 {
+       float nearclip;
+
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
        r_framecount++;
 
-       R_MeshQueue_BeginScene();
+       CHECKGLERROR
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
 
-       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+       R_MeshQueue_BeginScene();
 
        R_SetFrustum();
 
        r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+       nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f);
+
        if (r_rtworldshadows || r_rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, nearclip);
        else
-               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+               GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, nearclip, r_farclip);
 
        GL_SetupView_Orientation_FromEntity(&r_view_matrix);
 
@@ -1096,89 +1856,106 @@ void R_RenderScene(void)
        R_SkyStartFrame();
 
        R_WorldVisibility();
-       R_TimeReport("worldvis");
+       if (r_timereport_active)
+               R_TimeReport("worldvis");
 
        R_MarkEntities();
-       R_TimeReport("markentity");
+       if (r_timereport_active)
+               R_TimeReport("markentity");
 
        R_Shadow_UpdateWorldLightSelection();
 
-       // don't let sound skip if going slow
-       if (r_refdef.extraupdate)
-               S_ExtraUpdate ();
-
-       GL_ShowTrisColor(0.025, 0.025, 0, 1);
-       if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+       if (cl.csqc_vidvars.drawworld)
        {
-               r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
-               R_TimeReport("worldsky");
-       }
+               // don't let sound skip if going slow
+               if (r_refdef.extraupdate)
+                       S_ExtraUpdate ();
 
-       if (R_DrawBrushModelsSky())
-               R_TimeReport("bmodelsky");
+               if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+               {
+                       r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+                       if (r_timereport_active)
+                               R_TimeReport("worldsky");
+               }
 
-       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
-       if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
-       {
-               r_refdef.worldmodel->Draw(r_refdef.worldentity);
-               R_TimeReport("world");
+               if (R_DrawBrushModelsSky() && r_timereport_active)
+                       R_TimeReport("bmodelsky");
+
+               if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+               {
+                       r_refdef.worldmodel->Draw(r_refdef.worldentity);
+                       if (r_timereport_active)
+                               R_TimeReport("world");
+               }
        }
 
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       GL_ShowTrisColor(0, 0.015, 0, 1);
-
        R_DrawModels();
-       R_TimeReport("models");
+       if (r_timereport_active)
+               R_TimeReport("models");
 
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       GL_ShowTrisColor(0, 0, 0.033, 1);
        R_ShadowVolumeLighting(false);
-       R_TimeReport("rtlights");
+       if (r_timereport_active)
+               R_TimeReport("rtlights");
 
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       GL_ShowTrisColor(0.1, 0, 0, 1);
-
-       R_DrawLightningBeams();
-       R_TimeReport("lightning");
+       if (cl.csqc_vidvars.drawworld)
+       {
+               R_DrawLightningBeams();
+               if (r_timereport_active)
+                       R_TimeReport("lightning");
 
-       R_DrawParticles();
-       R_TimeReport("particles");
+               R_DrawParticles();
+               if (r_timereport_active)
+                       R_TimeReport("particles");
 
-       R_DrawExplosions();
-       R_TimeReport("explosions");
+               R_DrawExplosions();
+               if (r_timereport_active)
+                       R_TimeReport("explosions");
+       }
 
        R_MeshQueue_RenderTransparent();
-       R_TimeReport("drawtrans");
+       if (r_timereport_active)
+               R_TimeReport("drawtrans");
 
-       R_DrawCoronas();
-       R_TimeReport("coronas");
+       if (cl.csqc_vidvars.drawworld)
+       {
+               R_DrawCoronas();
+               if (r_timereport_active)
+                       R_TimeReport("coronas");
+       }
+       if(cl.csqc_vidvars.drawcrosshair)
+       {
+               R_DrawWorldCrosshair();
+               if (r_timereport_active)
+                       R_TimeReport("crosshair");
+       }
 
-       R_DrawWorldCrosshair();
-       R_TimeReport("crosshair");
+       VM_AddPolygonsToMeshQueue();
 
        R_MeshQueue_Render();
+
        R_MeshQueue_EndScene();
 
-       if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
-       {
-               R_ShadowVolumeLighting(true);
-               R_TimeReport("visiblevolume");
-       }
-
-       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
-
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
+
+       CHECKGLERROR
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
 }
 
 /*
@@ -1186,11 +1963,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
 {
        int i;
        float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
-       rmeshstate_t m;
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_Matrix(&identitymatrix);
 
        vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
@@ -1205,18 +1981,16 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        {
                for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
                {
-                       VectorSubtract(v, r_vieworigin, diff);
-                       f2 = exp(fogdensity/DotProduct(diff, diff));
+                       f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin));
                        f1 = 1 - f2;
                        c[0] = c[0] * f1 + fogcolor[0] * f2;
                        c[1] = c[1] * f1 + fogcolor[1] * f2;
                        c[2] = c[2] * f1 + fogcolor[2] * f2;
                }
        }
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = vertex3f;
-       m.pointer_color = color;
-       R_Mesh_State(&m);
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_ColorPointer(color);
+       R_Mesh_ResetTextureState();
        R_Mesh_Draw(8, 12);
 }
 */
@@ -1253,18 +2027,15 @@ float nomodelcolor4f[6*4] =
        0.5f, 0.0f, 0.0f, 1.0f
 };
 
-void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       const entity_render_t *ent = calldata1;
        int i;
-       float f1, f2, *c, diff[3];
+       float f1, f2, *c;
        float color4f[6*4];
-       rmeshstate_t m;
+       // this is only called once per entity so numsurfaces is always 1, and
+       // surfacelist is always {0}, so this code does not handle batches
        R_Mesh_Matrix(&ent->matrix);
 
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = nomodelvertex3f;
-
        if (ent->flags & EF_ADDITIVE)
        {
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
@@ -1281,12 +2052,12 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
                GL_DepthMask(true);
        }
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       R_Mesh_VertexPointer(nomodelvertex3f);
        if (fogenabled)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               m.pointer_color = color4f;
-               VectorSubtract(ent->origin, r_vieworigin, diff);
-               f2 = exp(fogdensity/DotProduct(diff, diff));
+               R_Mesh_ColorPointer(color4f);
+               f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
                f1 = 1 - f2;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
@@ -1299,20 +2070,20 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        else if (ent->alpha != 1)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               m.pointer_color = color4f;
+               R_Mesh_ColorPointer(color4f);
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                        c[3] *= ent->alpha;
        }
        else
-               m.pointer_color = nomodelcolor4f;
-       R_Mesh_State(&m);
+               R_Mesh_ColorPointer(nomodelcolor4f);
+       R_Mesh_ResetTextureState();
        R_Mesh_Draw(0, 6, 8, nomodelelements);
 }
 
 void R_DrawNoModel(entity_render_t *ent)
 {
        //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
@@ -1349,42 +2120,48 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo
 
 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
 {
-       float diff[3];
-       rmeshstate_t m;
+       float fog = 0.0f, ifog;
+       float vertex3f[12];
 
        if (fogenabled)
-       {
-               VectorSubtract(origin, r_vieworigin, diff);
-               ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
-       }
+               fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
+       ifog = 1 - fog;
 
-       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(blendfunc1, blendfunc2);
        GL_DepthMask(false);
        GL_DepthTest(!depthdisable);
 
-       varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
-       varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
-       varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
-       varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
-       varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
-       varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
-       varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
-       varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
-       varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
-       varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
-       varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
-       varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
-
-       memset(&m, 0, sizeof(m));
-       m.tex[0] = R_GetTexture(texture);
-       m.pointer_texcoord[0] = spritetexcoord2f;
-       m.pointer_vertex = varray_vertex3f;
-       R_Mesh_State(&m);
-       GL_Color(cr, cg, cb, ca);
+       vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+       vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+       vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+       vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+       vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+       vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+       vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+       vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+       vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+       vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+       vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+       vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
+       R_Mesh_TexBind(0, R_GetTexture(texture));
+       R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
+       GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
        R_Mesh_Draw(0, 4, 2, polygonelements);
+
+       if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
+       {
+               R_Mesh_TexBind(0, R_GetTexture(fogtexture));
+               GL_BlendFunc(blendfunc1, GL_ONE);
+               GL_Color(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+       }
 }
 
 int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
@@ -1444,7 +2221,7 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
                {
                        if (planenum2 == planenum)
                                continue;
-                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
+                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
                        w = !w;
                }
                if (tempnumpoints < 3)
@@ -1454,27 +2231,71 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        }
 }
 
+static void R_DrawCollisionBrush(const colbrushf_t *brush)
+{
+       int i;
+       R_Mesh_VertexPointer(brush->points->v);
+       i = (int)(((size_t)brush) / sizeof(colbrushf_t));
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_LockArrays(0, brush->numpoints);
+       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+       GL_LockArrays(0, 0);
+}
+
+static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
+{
+       int i;
+       if (!surface->num_collisiontriangles)
+               return;
+       R_Mesh_VertexPointer(surface->data_collisionvertex3f);
+       i = (int)(((size_t)surface) / sizeof(msurface_t));
+       GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f);
+       GL_LockArrays(0, surface->num_collisionvertices);
+       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+       GL_LockArrays(0, 0);
+}
+
+static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
+{
+       texturelayer_t *layer;
+       layer = t->currentlayers + t->currentnumlayers++;
+       layer->type = type;
+       layer->depthmask = depthmask;
+       layer->blendfunc1 = blendfunc1;
+       layer->blendfunc2 = blendfunc2;
+       layer->texture = texture;
+       layer->texmatrix = *matrix;
+       layer->color[0] = r;
+       layer->color[1] = g;
+       layer->color[2] = b;
+       layer->color[3] = a;
+}
+
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
-       texture_t *texture = t;
-       model_t *model = ent->model;
-       int s = ent->skinnum;
-       if ((unsigned int)s >= (unsigned int)model->numskins)
-               s = 0;
-       if (s >= 1)
-               c_models++;
-       if (model->skinscenes)
-       {
-               if (model->skinscenes[s].framecount > 1)
-                       s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
-               else
-                       s = model->skinscenes[s].firstframe;
+       // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+       //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+
+       {
+               texture_t *texture = t;
+               model_t *model = ent->model;
+               int s = ent->skinnum;
+               if ((unsigned int)s >= (unsigned int)model->numskins)
+                       s = 0;
+               if (model->skinscenes)
+               {
+                       if (model->skinscenes[s].framecount > 1)
+                               s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+                       else
+                               s = model->skinscenes[s].firstframe;
+               }
+               if (s > 0)
+                       t = t + s * model->num_surfaces;
+               if (t->animated)
+                       t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+               texture->currentframe = t;
        }
-       if (s > 0)
-               t = t + s * model->num_surfaces;
-       if (t->animated)
-               t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
-       texture->currentframe = t;
+
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
@@ -1482,15 +2303,126 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
-               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
        else if (t->currentalpha < 1)
-               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
        if (ent->effects & EF_NODEPTHTEST)
                t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
        if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
                t->currenttexmatrix = r_waterscrollmatrix;
        else
-               t->currenttexmatrix = r_identitymatrix;
+               t->currenttexmatrix = identitymatrix;
+
+       t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+       t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base;
+       t->glosstexture = r_texture_white;
+       t->specularpower = 8;
+       t->specularscale = 0;
+       if (r_shadow_gloss.integer > 0)
+       {
+               if (t->skin.gloss)
+               {
+                       if (r_shadow_glossintensity.value > 0)
+                       {
+                               t->glosstexture = t->skin.gloss;
+                               t->specularscale = r_shadow_glossintensity.value;
+                       }
+               }
+               else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
+                       t->specularscale = r_shadow_gloss2intensity.value;
+       }
+
+       t->currentnumlayers = 0;
+       if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+       {
+               if (gl_lightmaps.integer)
+                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
+               else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+               {
+                       int blendfunc1, blendfunc2, depthmask;
+                       if (t->currentmaterialflags & MATERIALFLAG_ADD)
+                       {
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE;
+                       }
+                       else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
+                       {
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+                       }
+                       else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+                       {
+                               blendfunc1 = t->customblendfunc[0];
+                               blendfunc2 = t->customblendfunc[1];
+                       }
+                       else
+                       {
+                               blendfunc1 = GL_ONE;
+                               blendfunc2 = GL_ZERO;
+                       }
+                       depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
+                       if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+                       {
+                               rtexture_t *currentbasetexture;
+                               int layerflags = 0;
+                               if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
+                                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+                               currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base;
+                               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+                               {
+                                       // fullbright is not affected by r_lightmapintensity
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
+                               }
+                               else
+                               {
+                                       float colorscale;
+                                       colorscale = 2;
+                                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                                       // would normally be baked into the lightmap must be
+                                       // applied to the color
+                                       if (ent->model->type == mod_brushq3)
+                                               colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
+                                       colorscale *= r_lightmapintensity;
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+                                       if (r_ambient.value >= (1.0f/64.0f))
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                       if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants)
+                                       {
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2]  * ent->colormod[2] * colorscale, t->currentalpha);
+                                               if (r_ambient.value >= (1.0f/64.0f))
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                       }
+                                       if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt)
+                                       {
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
+                                               if (r_ambient.value >= (1.0f/64.0f))
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
+                                       }
+                               }
+                               if (t->skin.glow != NULL)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha);
+                               if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+                               {
+                                       // if this is opaque use alpha blend which will darken the earlier
+                                       // passes cheaply.
+                                       //
+                                       // if this is an alpha blended material, all the earlier passes
+                                       // were darkened by fog already, so we only need to add the fog
+                                       // color ontop through the fog mask texture
+                                       //
+                                       // if this is an additive blended material, all the earlier passes
+                                       // were darkened by fog already, and we should not add fog color
+                                       // (because the background was not darkened, there is no fog color
+                                       // that was lost behind it).
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+                               }
+                       }
+               }
+       }
 }
 
 void R_UpdateAllTextureInfo(entity_render_t *ent)
@@ -1501,850 +2433,951 @@ void R_UpdateAllTextureInfo(entity_render_t *ent)
                        R_UpdateTextureInfo(ent, ent->model->data_textures + i);
 }
 
+int rsurface_array_size = 0;
+float *rsurface_array_modelvertex3f = NULL;
+float *rsurface_array_modelsvector3f = NULL;
+float *rsurface_array_modeltvector3f = NULL;
+float *rsurface_array_modelnormal3f = NULL;
+float *rsurface_array_deformedvertex3f = NULL;
+float *rsurface_array_deformedsvector3f = NULL;
+float *rsurface_array_deformedtvector3f = NULL;
+float *rsurface_array_deformednormal3f = NULL;
+float *rsurface_array_color4f = NULL;
+float *rsurface_array_texcoord3f = NULL;
+
+void R_Mesh_ResizeArrays(int newvertices)
+{
+       float *base;
+       if (rsurface_array_size >= newvertices)
+               return;
+       if (rsurface_array_modelvertex3f)
+               Mem_Free(rsurface_array_modelvertex3f);
+       rsurface_array_size = (newvertices + 1023) & ~1023;
+       base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
+       rsurface_array_modelvertex3f     = base + rsurface_array_size * 0;
+       rsurface_array_modelsvector3f    = base + rsurface_array_size * 3;
+       rsurface_array_modeltvector3f    = base + rsurface_array_size * 6;
+       rsurface_array_modelnormal3f     = base + rsurface_array_size * 9;
+       rsurface_array_deformedvertex3f  = base + rsurface_array_size * 12;
+       rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
+       rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
+       rsurface_array_deformednormal3f  = base + rsurface_array_size * 21;
+       rsurface_array_texcoord3f        = base + rsurface_array_size * 24;
+       rsurface_array_color4f           = base + rsurface_array_size * 27;
+}
+
+float *rsurface_modelvertex3f;
+float *rsurface_modelsvector3f;
+float *rsurface_modeltvector3f;
+float *rsurface_modelnormal3f;
 float *rsurface_vertex3f;
 float *rsurface_svector3f;
 float *rsurface_tvector3f;
 float *rsurface_normal3f;
 float *rsurface_lightmapcolor4f;
-
-void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+vec3_t rsurface_modelorg;
+qboolean rsurface_generatedvertex;
+const entity_render_t *rsurface_entity;
+const model_t *rsurface_model;
+texture_t *rsurface_texture;
+rtexture_t *rsurface_lightmaptexture;
+rsurfmode_t rsurface_mode;
+texture_t *rsurface_glsl_texture;
+qboolean rsurface_glsl_uselightmap;
+
+void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
-       int i, j;
-       float center[3], forward[3], right[3], up[3], v[4][3];
-       matrix4x4_t matrix1, imatrix1;
-       if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg);
+       rsurface_entity = ent;
+       rsurface_model = ent->model;
+       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg);
+       if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexweightindex4i))
        {
-               rsurface_vertex3f = varray_vertex3f;
-               rsurface_svector3f = NULL;
-               rsurface_tvector3f = NULL;
-               rsurface_normal3f = NULL;
-               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
+               if (wanttangents)
+               {
+                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
+                       rsurface_modelsvector3f = rsurface_array_modelsvector3f;
+                       rsurface_modeltvector3f = rsurface_array_modeltvector3f;
+                       rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
+               }
+               else if (wantnormals)
+               {
+                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
+                       rsurface_modelsvector3f = NULL;
+                       rsurface_modeltvector3f = NULL;
+                       rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
+               }
+               else
+               {
+                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
+                       rsurface_modelsvector3f = NULL;
+                       rsurface_modeltvector3f = NULL;
+                       rsurface_modelnormal3f = NULL;
+                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
+               }
+               rsurface_generatedvertex = true;
        }
        else
        {
-               rsurface_vertex3f = surface->groupmesh->data_vertex3f;
-               rsurface_svector3f = surface->groupmesh->data_svector3f;
-               rsurface_tvector3f = surface->groupmesh->data_tvector3f;
-               rsurface_normal3f = surface->groupmesh->data_normal3f;
+               rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
+               rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+               rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+               rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
+               rsurface_generatedvertex = false;
+       }
+       rsurface_vertex3f  = rsurface_modelvertex3f;
+       rsurface_svector3f = rsurface_modelsvector3f;
+       rsurface_tvector3f = rsurface_modeltvector3f;
+       rsurface_normal3f  = rsurface_modelnormal3f;
+       rsurface_mode = RSURFMODE_NONE;
+       rsurface_lightmaptexture = NULL;
+       rsurface_texture = NULL;
+       rsurface_glsl_texture = NULL;
+       rsurface_glsl_uselightmap = false;
+}
+
+void RSurf_CleanUp(void)
+{
+       CHECKGLERROR
+       if (rsurface_mode == RSURFMODE_GLSL)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+       GL_AlphaTest(false);
+       rsurface_mode = RSURFMODE_NONE;
+       rsurface_lightmaptexture = NULL;
+       rsurface_texture = NULL;
+       rsurface_glsl_texture = NULL;
+       rsurface_glsl_uselightmap = false;
+}
+
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       if (rsurface_generatedvertex)
+       {
+               if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                       generatetangents = true;
+               if (generatetangents)
+                       generatenormals = true;
+               if (generatenormals && !rsurface_modelnormal3f)
+               {
+                       rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+                       Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
+               }
+               if (generatetangents && !rsurface_modelsvector3f)
+               {
+                       rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
+                       rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
+                       Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
+               }
        }
-       if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+       if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
-               if (!rsurface_svector3f)
+               int texturesurfaceindex;
+               float center[3], forward[3], right[3], up[3], v[4][3];
+               matrix4x4_t matrix1, imatrix1;
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
+               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
+               // make deformed versions of only the vertices used by the specified surfaces
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       rsurface_svector3f = varray_svector3f;
-                       rsurface_tvector3f = varray_tvector3f;
-                       rsurface_normal3f = varray_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                       int i, j;
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       // a single autosprite surface can contain multiple sprites...
+                       for (j = 0;j < surface->num_vertices - 3;j += 4)
+                       {
+                               VectorClear(center);
+                               for (i = 0;i < 4;i++)
+                                       VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                               VectorScale(center, 0.25f, center);
+                               if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                               {
+                                       forward[0] = rsurface_modelorg[0] - center[0];
+                                       forward[1] = rsurface_modelorg[1] - center[1];
+                                       forward[2] = 0;
+                                       VectorNormalize(forward);
+                                       right[0] = forward[1];
+                                       right[1] = -forward[0];
+                                       right[2] = 0;
+                                       VectorSet(up, 0, 0, 1);
+                               }
+                               // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+                               Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                               Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+                               for (i = 0;i < 4;i++)
+                                       Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                               for (i = 0;i < 4;i++)
+                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3);
+                       }
+                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+                       Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
                }
-               // a single autosprite surface can contain multiple sprites...
-               VectorClear(forward);
-               VectorClear(right);
-               VectorSet(up, 0, 0, 1);
-               for (j = 0;j < surface->num_vertices - 3;j += 4)
+               rsurface_vertex3f = rsurface_array_deformedvertex3f;
+               rsurface_svector3f = rsurface_array_deformedsvector3f;
+               rsurface_tvector3f = rsurface_array_deformedtvector3f;
+               rsurface_normal3f = rsurface_array_deformednormal3f;
+       }
+       R_Mesh_VertexPointer(rsurface_vertex3f);
+}
+
+void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int texturesurfaceindex;
+       const msurface_t *surface = texturesurfacelist[0];
+       int firstvertex = surface->num_firstvertex;
+       int endvertex = surface->num_firstvertex + surface->num_vertices;
+       if (texturenumsurfaces == 1)
+       {
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+       }
+       else if (r_batchmode.integer == 2)
+       {
+               #define MAXBATCHTRIANGLES 4096
+               int batchtriangles = 0;
+               int batchelements[MAXBATCHTRIANGLES*3];
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       VectorClear(center);
-                       for (i = 0;i < 4;i++)
-                               VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
-                       VectorScale(center, 0.25f, center);
-                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
-                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                       for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                       forward[0] = modelorg[0] - center[0];
-                       forward[1] = modelorg[1] - center[1];
-                       VectorNormalize(forward);
-                       right[0] = forward[1];
-                       right[1] = -forward[0];
-                       for (i = 0;i < 4;i++)
-                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
+                       {
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                               continue;
+                       }
+                       if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
+                       {
+                               R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
+                               batchtriangles = 0;
+                               firstvertex = surface->num_firstvertex;
+                               endvertex = surface->num_firstvertex + surface->num_vertices;
+                       }
+                       else
+                       {
+                               firstvertex = min(firstvertex, surface->num_firstvertex);
+                               endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
+                       }
+                       memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+                       batchtriangles += surface->num_triangles;
                }
-               rsurface_vertex3f = varray_vertex3f;
-               rsurface_svector3f = NULL;
-               rsurface_tvector3f = NULL;
-               rsurface_normal3f = NULL;
+               if (batchtriangles)
+                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
        }
-       else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
+       else if (r_batchmode.integer == 1)
        {
-               if (!rsurface_svector3f)
+               int firsttriangle = 0;
+               int endtriangle = -1;
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       rsurface_svector3f = varray_svector3f;
-                       rsurface_tvector3f = varray_tvector3f;
-                       rsurface_normal3f = varray_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       if (surface->num_firsttriangle != endtriangle)
+                       {
+                               if (endtriangle > firsttriangle)
+                               {
+                                       GL_LockArrays(firstvertex, endvertex - firstvertex);
+                                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
+                               }
+                               firstvertex = surface->num_firstvertex;
+                               endvertex = surface->num_firstvertex + surface->num_vertices;
+                               firsttriangle = surface->num_firsttriangle;
+                       }
+                       else
+                       {
+                               firstvertex = min(firstvertex, surface->num_firstvertex);
+                               endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
+                       }
+                       endtriangle = surface->num_firsttriangle + surface->num_triangles;
                }
-               Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
-               Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
-               Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
-               // a single autosprite surface can contain multiple sprites...
-               for (j = 0;j < surface->num_vertices - 3;j += 4)
+               if (endtriangle > firsttriangle)
                {
-                       VectorClear(center);
-                       for (i = 0;i < 4;i++)
-                               VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
-                       VectorScale(center, 0.25f, center);
-                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
-                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                       for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                       for (i = 0;i < 4;i++)
-                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+                       GL_LockArrays(firstvertex, endvertex - firstvertex);
+                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
                }
-               rsurface_vertex3f = varray_vertex3f;
-               rsurface_svector3f = NULL;
-               rsurface_tvector3f = NULL;
-               rsurface_normal3f = NULL;
        }
-       R_Mesh_VertexPointer(rsurface_vertex3f);
+       else
+       {
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       surface = texturesurfacelist[texturesurfaceindex];
+                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               }
+       }
+}
+
+static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int texturesurfaceindex;
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       {
+               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+               int k = (int)(((size_t)surface) / sizeof(msurface_t));
+               GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f);
+               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+       }
 }
 
-void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
 {
+       int texturesurfaceindex;
        int i;
        float f;
        float *v, *c, *c2;
-       vec3_t diff;
+       // TODO: optimize
        if (lightmode >= 2)
        {
-               vec4_t ambientcolor4f;
+               // model lighting
+               vec3_t ambientcolor;
                vec3_t diffusecolor;
-               vec3_t diffusenormal;
-               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
+               vec3_t lightdir;
+               VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
+               ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
+               ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
+               ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
+               diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
+               diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
+               diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
+               if (VectorLength2(diffusecolor) > 0)
                {
-                       rsurface_lightmapcolor4f = varray_color4f;
-                       if (rsurface_normal3f == NULL)
+                       // generate color arrays for the surfaces in this list
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               rsurface_normal3f = varray_normal3f;
-                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               int numverts = surface->num_vertices;
+                               v = rsurface_vertex3f + 3 * surface->num_firstvertex;
+                               c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
+                               c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+                               // q3-style directional shading
+                               for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
+                               {
+                                       if ((f = DotProduct(c2, lightdir)) > 0)
+                                               VectorMA(ambientcolor, f, diffusecolor, c);
+                                       else
+                                               VectorCopy(ambientcolor, c);
+                                       c[3] = a;
+                               }
                        }
-                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
                        r = 1;
                        g = 1;
                        b = 1;
                        a = 1;
                        applycolor = false;
+                       rsurface_lightmapcolor4f = rsurface_array_color4f;
                }
                else
                {
-                       r = ambientcolor4f[0];
-                       g = ambientcolor4f[1];
-                       b = ambientcolor4f[2];
-                       a = ambientcolor4f[3];
+                       r = ambientcolor[0];
+                       g = ambientcolor[1];
+                       b = ambientcolor[2];
                        rsurface_lightmapcolor4f = NULL;
                }
        }
-       else if (lightmode >= 1)
+       else if (lightmode >= 1 || !rsurface_lightmaptexture)
        {
-               if (surface->lightmapinfo)
+               if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
                {
-                       rsurface_lightmapcolor4f = varray_color4f;
-                       for (i = 0, c = rsurface_lightmapcolor4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       // generate color arrays for the surfaces in this list
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
-                               float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
-                               VectorScale(lm, scale, c);
-                               if (surface->lightmapinfo->styles[1] != 255)
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
                                {
-                                       int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
-                                       lm += size3;
-                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
-                                       VectorMA(c, scale, lm, c);
-                                       if (surface->lightmapinfo->styles[2] != 255)
+                                       if (surface->lightmapinfo->samples)
                                        {
-                                               lm += size3;
-                                               scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
-                                               VectorMA(c, scale, lm, c);
-                                               if (surface->lightmapinfo->styles[3] != 255)
+                                               const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+                                               float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+                                               VectorScale(lm, scale, c);
+                                               if (surface->lightmapinfo->styles[1] != 255)
                                                {
+                                                       int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
                                                        lm += size3;
-                                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
                                                        VectorMA(c, scale, lm, c);
+                                                       if (surface->lightmapinfo->styles[2] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+                                                               VectorMA(c, scale, lm, c);
+                                                               if (surface->lightmapinfo->styles[3] != 255)
+                                                               {
+                                                                       lm += size3;
+                                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+                                                                       VectorMA(c, scale, lm, c);
+                                                               }
+                                                       }
                                                }
                                        }
+                                       else
+                                               VectorClear(c);
+                                       c[3] = 1;
                                }
                        }
+                       rsurface_lightmapcolor4f = rsurface_array_color4f;
                }
                else
-                       rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
+                       rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
        }
        else
+       {
+               // just lightmap it
                rsurface_lightmapcolor4f = NULL;
+       }
        if (applyfog)
        {
                if (rsurface_lightmapcolor4f)
                {
-                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+                       // generate color arrays for the surfaces in this list
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               VectorSubtract(v, modelorg, diff);
-                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               c2[0] = c[0] * f;
-                               c2[1] = c[1] * f;
-                               c2[2] = c[2] * f;
-                               c2[3] = c[3];
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+                               {
+                                       f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       c2[0] = c[0] * f;
+                                       c2[1] = c[1] * f;
+                                       c2[2] = c[2] * f;
+                                       c2[3] = c[3];
+                               }
                        }
                }
                else
                {
-                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               VectorSubtract(v, modelorg, diff);
-                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                               c2[0] = f;
-                               c2[1] = f;
-                               c2[2] = f;
-                               c2[3] = 1;
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                               {
+                                       f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       c2[0] = f;
+                                       c2[1] = f;
+                                       c2[2] = f;
+                                       c2[3] = 1;
+                               }
                        }
                }
-               rsurface_lightmapcolor4f = varray_color4f;
+               rsurface_lightmapcolor4f = rsurface_array_color4f;
        }
        if (applycolor && rsurface_lightmapcolor4f)
        {
-               for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       c2[0] = c[0] * r;
-                       c2[1] = c[1] * g;
-                       c2[2] = c[2] * b;
-                       c2[3] = c[3] * a;
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;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_lightmapcolor4f = rsurface_array_color4f;
        }
        R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
        GL_Color(r, g, b, a);
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
+static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+       {
+               rsurface_mode = RSURFMODE_SHOWSURFACES;
+               GL_DepthMask(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
+       }
+       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+       RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+}
 
-static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       int i;
-       int texturesurfaceindex;
-       const float *v;
-       float *c;
-       float diff[3];
-       float colorpants[3], colorshirt[3];
-       float f, r, g, b, a, colorscale;
-       const msurface_t *surface;
-       qboolean dolightmap;
-       qboolean doambient;
-       qboolean dodetail;
-       qboolean doglow;
-       qboolean dofogpass;
-       qboolean fogallpasses;
-       qboolean dopants;
-       qboolean doshirt;
-       qboolean dofullbrightpants;
-       qboolean dofullbrightshirt;
-       qboolean applycolor;
-       qboolean lightmode = 0;
-       rtexture_t *basetexture;
-       rmeshstate_t m;
-       if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+       // transparent sky would be ridiculous
+       if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                return;
-       c_faces += texturenumsurfaces;
-       // FIXME: identify models using a better check than ent->model->shadowmesh
-       if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh)
-               lightmode = 2;
-       // gl_lightmaps debugging mode skips normal texturing
-       if (gl_lightmaps.integer)
+       if (rsurface_mode != RSURFMODE_SKY)
        {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(1, 1, 1, 1);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               if (rsurface_mode == RSURFMODE_GLSL)
                {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                       RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmode ? lightmode : !surface->lightmaptexture, false, false);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                       GL_LockArrays(0, 0);
+                       qglUseProgramObjectARB(0);CHECKGLERROR
                }
-               qglEnable(GL_CULL_FACE);
-               return;
+               rsurface_mode = RSURFMODE_SKY;
        }
-       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
-       if (texture->currentmaterialflags & MATERIALFLAG_ADD)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       else
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglDisable(GL_CULL_FACE);
-       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+       if (skyrendernow)
+       {
+               skyrendernow = false;
+               R_Sky();
+               // restore entity matrix
+               R_Mesh_Matrix(&rsurface_entity->matrix);
+       }
+       GL_DepthMask(true);
+       // LordHavoc: HalfLife maps have freaky skypolys so don't use
+       // skymasking on them, and Quake3 never did sky masking (unlike
+       // software Quake and software Quake2), so disable the sky masking
+       // in Quake3 maps as it causes problems with q3map2 sky tricks,
+       // and skymasking also looks very bad when noclipping outside the
+       // level, so don't use it then either.
+       if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
        {
-               if (skyrendernow)
+               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
+               if (skyrendermasked)
                {
-                       skyrendernow = false;
-                       if (skyrendermasked)
-                               R_Sky();
+                       // depth-only (masking)
+                       GL_ColorMask(0,0,0,0);
+                       // just to make sure that braindead drivers don't draw
+                       // anything despite that colormask...
+                       GL_BlendFunc(GL_ZERO, GL_ONE);
                }
-               // LordHavoc: HalfLife maps have freaky skypolys...
-               //if (!ent->model->brush.ishlbsp)
+               else
                {
-                       R_Mesh_Matrix(&ent->matrix);
-                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-                       if (skyrendermasked)
-                       {
-                               // depth-only (masking)
-                               GL_ColorMask(0,0,0,0);
-                               // just to make sure that braindead drivers don't draw anything
-                               // despite that colormask...
-                               GL_BlendFunc(GL_ZERO, GL_ONE);
-                       }
-                       else
-                       {
-                               // fog sky
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                       }
-                       GL_DepthMask(true);
-                       GL_DepthTest(true);
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State(&m);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
-                       }
-                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+                       // fog sky
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
                }
        }
-       else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
+       // LordHavoc: HalfLife maps have freaky skypolys so don't use
+       // skymasking on them, and Quake3 never did sky masking (unlike
+       // software Quake and software Quake2), so disable the sky masking
+       // in Quake3 maps as it causes problems with q3map2 sky tricks,
+       // and skymasking also looks very bad when noclipping outside the
+       // level, so don't use it then either.
+       if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
        {
-               // NVIDIA Geforce3 distortion texture shader on water
-               float args[4] = {0.05f,0,0,0.04f};
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_texture_distorttexture[(int)(r_refdef.time * 16)&63]);
-               m.tex[1] = R_GetTexture(texture->skin.base);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_REPLACE;
-               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
-               m.texmatrix[1] = texture->currenttexmatrix;
-               R_Mesh_State(&m);
-
-               GL_Color(1, 1, 1, texture->currentalpha);
-               GL_ActiveTexture(0);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(1);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
-               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
-               qglEnable(GL_TEXTURE_SHADER_NV);
-
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                       GL_LockArrays(0, 0);
-               }
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+               if (skyrendermasked)
+                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       }
+}
 
-               qglDisable(GL_TEXTURE_SHADER_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(0);
+static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int lightmode;
+       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+       if (rsurface_mode != RSURFMODE_GLSL)
+       {
+               rsurface_mode = RSURFMODE_GLSL;
+               rsurface_glsl_texture = NULL;
+               rsurface_glsl_uselightmap = false;
+               R_Mesh_ResetTextureState();
        }
-       else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+       if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
        {
-               // normal surface (wall or water)
-               dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
-               doambient = r_ambient.value >= (1/64.0f);
-               dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
-               doglow = texture->skin.glow != NULL;
-               dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
-               fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
-               if (ent->colormap >= 0)
-               {
-                       int b;
-                       qbyte *bcolor;
-                       basetexture = texture->skin.base;
-                       dopants = texture->skin.pants != NULL;
-                       doshirt = texture->skin.shirt != NULL;
-                       // 128-224 are backwards ranges
-                       b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
-                       dofullbrightpants = b >= 224;
-                       bcolor = (qbyte *) (&palette_complete[b]);
-                       VectorScale(bcolor, (1.0f / 255.0f), colorpants);
-                       // 128-224 are backwards ranges
-                       b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
-                       dofullbrightshirt = b >= 224;
-                       bcolor = (qbyte *) (&palette_complete[b]);
-                       VectorScale(bcolor, (1.0f / 255.0f), colorshirt);
-               }
-               else
-               {
-                       basetexture = texture->skin.merged ? texture->skin.merged : texture->skin.base;
-                       dopants = false;
-                       doshirt = false;
-                       dofullbrightshirt = false;
-                       dofullbrightpants = false;
-               }
-               if (dolightmap && r_textureunits.integer >= 2 && gl_combine.integer)
+               rsurface_glsl_texture = rsurface_texture;
+               rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
+               GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
+               GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+               GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
+               R_SetupSurfaceShader(vec3_origin, lightmode == 2);
+               //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
+               //if (r_glsl_deluxemapping.integer)
+               //      permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
+               R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
+               R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
+               GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+       }
+       if (!r_glsl_permutation)
+               return;
+       RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+       {
+               R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+               R_Mesh_ColorPointer(NULL);
+       }
+       else if (rsurface_lightmaptexture)
+       {
+               R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+               R_Mesh_ColorPointer(NULL);
+       }
+       else
+       {
+               R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                       R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+               R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
+       }
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       // OpenGL 1.3 path - anything not completely ancient
+       int texturesurfaceindex;
+       int lightmode;
+       qboolean applycolor;
+       qboolean applyfog;
+       rmeshstate_t m;
+       int layerindex;
+       const texturelayer_t *layer;
+       CHECKGLERROR
+       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+       if (rsurface_mode != RSURFMODE_MULTIPASS)
+               rsurface_mode = RSURFMODE_MULTIPASS;
+       RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+       for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+       {
+               vec4_t layercolor;
+               int layertexrgbscale;
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                {
-                       memset(&m, 0, sizeof(m));
-                       m.tex[1] = R_GetTexture(basetexture);
-                       m.texmatrix[1] = texture->currenttexmatrix;
-                       m.texrgbscale[1] = 2;
-                       m.pointer_color = varray_color4f;
-                       R_Mesh_State(&m);
-                       // transparent is not affected by r_lightmapintensity
-                       if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                               colorscale = r_lightmapintensity;
+                       if (layerindex == 0)
+                               GL_AlphaTest(true);
                        else
-                               colorscale = 1;
-                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                       // would normally be baked into the lightmaptexture must be
-                       // applied to the color
-                       if (ent->model->type == mod_brushq3)
-                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
-                       r = ent->colormod[0] * colorscale;
-                       g = ent->colormod[1] * colorscale;
-                       b = ent->colormod[2] * colorscale;
-                       a = texture->currentalpha;
-                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                               R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
-                               if (surface->lightmaptexture)
-                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                               else
-                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode ? lightmode : !surface->lightmaptexture, applycolor, fogallpasses);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
+                               GL_AlphaTest(false);
+                               qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
                }
-               else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmode)
+               GL_DepthMask(layer->depthmask);
+               GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+               if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
                {
-                       // single texture
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       GL_DepthMask(true);
-                       GL_Color(1, 1, 1, 1);
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State(&m);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                               if (surface->lightmaptexture)
-                               {
-                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                       R_Mesh_ColorPointer(NULL);
-                               }
-                               else
-                               {
-                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                       R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
-                               }
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
-                       }
-                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                       GL_DepthMask(false);
-                       GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.texmatrix[0] = texture->currenttexmatrix;
-                       R_Mesh_State(&m);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
-                       }
+                       layertexrgbscale = 4;
+                       VectorScale(layer->color, 0.25f, layercolor);
+               }
+               else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
+               {
+                       layertexrgbscale = 2;
+                       VectorScale(layer->color, 0.5f, layercolor);
                }
                else
                {
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(basetexture);
-                       m.texmatrix[0] = texture->currenttexmatrix;
-                       m.pointer_color = varray_color4f;
-                       colorscale = 2;
-                       if (gl_combine.integer)
-                       {
-                               m.texrgbscale[0] = 2;
-                               colorscale = 1;
-                       }
-                       // transparent is not affected by r_lightmapintensity
-                       if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                               colorscale *= r_lightmapintensity;
-                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                       // would normally be baked into the lightmaptexture must be
-                       // applied to the color
-                       if (dolightmap && ent->model->type == mod_brushq3)
-                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
-                       R_Mesh_State(&m);
-                       r = ent->colormod[0] * colorscale;
-                       g = ent->colormod[1] * colorscale;
-                       b = ent->colormod[2] * colorscale;
-                       a = texture->currentalpha;
-                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
-                       if (dolightmap)
-                       {
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-                       else
-                       {
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
+                       layertexrgbscale = 1;
+                       VectorScale(layer->color, 1.0f, layercolor);
                }
-               if (dopants)
+               layercolor[3] = layer->color[3];
+               applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+               R_Mesh_ColorPointer(NULL);
+               applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+               switch (layer->type)
                {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               case TEXTURELAYERTYPE_LITTEXTURE:
                        memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.pants);
-                       m.texmatrix[0] = texture->currenttexmatrix;
-                       m.pointer_color = varray_color4f;
-                       colorscale = 2;
-                       if (gl_combine.integer)
-                       {
-                               m.texrgbscale[0] = 2;
-                               colorscale = 1;
-                       }
-                       // transparent is not affected by r_lightmapintensity
-                       if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                               colorscale *= r_lightmapintensity;
-                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                       // would normally be baked into the lightmaptexture must be
-                       // applied to the color
-                       if (dolightmap && !dofullbrightpants && ent->model->type == mod_brushq3)
-                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
-                       R_Mesh_State(&m);
-                       r = ent->colormod[0] * colorpants[0] * colorscale;
-                       g = ent->colormod[1] * colorpants[1] * colorscale;
-                       b = ent->colormod[2] * colorpants[2] * colorscale;
-                       a = texture->currentalpha;
-                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
-                       if (dolightmap && !dofullbrightpants)
-                       {
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
+                       if (lightmode >= 1 || !rsurface_lightmaptexture)
+                               m.tex[0] = R_GetTexture(r_texture_white);
                        else
-                       {
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
-                               }
-                       }
-               }
-               if (doshirt)
-               {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                               m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+                       m.tex[1] = R_GetTexture(layer->texture);
+                       m.texmatrix[1] = layer->texmatrix;
+                       m.texrgbscale[1] = layertexrgbscale;
+                       m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       R_Mesh_TextureState(&m);
+                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
+                       break;
+               case TEXTURELAYERTYPE_TEXTURE:
+                       memset(&m, 0, sizeof(m));
+                       m.tex[0] = R_GetTexture(layer->texture);
+                       m.texmatrix[0] = layer->texmatrix;
+                       m.texrgbscale[0] = layertexrgbscale;
+                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       R_Mesh_TextureState(&m);
+                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                       break;
+               case TEXTURELAYERTYPE_FOG:
                        memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.shirt);
-                       m.texmatrix[0] = texture->currenttexmatrix;
-                       m.pointer_color = varray_color4f;
-                       colorscale = 2;
-                       if (gl_combine.integer)
+                       m.texrgbscale[0] = layertexrgbscale;
+                       if (layer->texture)
                        {
-                               m.texrgbscale[0] = 2;
-                               colorscale *= 1;
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                        }
-                       // transparent is not affected by r_lightmapintensity
-                       if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                               colorscale *= r_lightmapintensity;
-                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                       // would normally be baked into the lightmaptexture must be
-                       // applied to the color
-                       if (dolightmap && !dofullbrightshirt && ent->model->type == mod_brushq3)
-                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
-                       R_Mesh_State(&m);
-                       r = ent->colormod[0] * colorshirt[0] * colorscale;
-                       g = ent->colormod[1] * colorshirt[1] * colorscale;
-                       b = ent->colormod[2] * colorshirt[2] * colorscale;
-                       a = texture->currentalpha;
-                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
-                       if (dolightmap && !dofullbrightshirt)
+                       R_Mesh_TextureState(&m);
+                       // generate a color array for the fog pass
+                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               int i;
+                               float f, *v, *c;
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
+                                       f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       c[0] = layercolor[0];
+                                       c[1] = layercolor[1];
+                                       c[2] = layercolor[2];
+                                       c[3] = f * layercolor[3];
                                }
                        }
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+                       break;
+               default:
+                       Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+               }
+               GL_LockArrays(0, 0);
+       }
+       CHECKGLERROR
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       {
+               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+               GL_AlphaTest(false);
+       }
+}
+
+static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       // OpenGL 1.1 - crusty old voodoo path
+       int texturesurfaceindex;
+       int lightmode;
+       qboolean applyfog;
+       rmeshstate_t m;
+       int layerindex;
+       const texturelayer_t *layer;
+       CHECKGLERROR
+       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+       if (rsurface_mode != RSURFMODE_MULTIPASS)
+               rsurface_mode = RSURFMODE_MULTIPASS;
+       RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+       for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+       {
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               {
+                       if (layerindex == 0)
+                               GL_AlphaTest(true);
                        else
                        {
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
-                               }
+                               GL_AlphaTest(false);
+                               qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
                }
-               if (doambient)
+               GL_DepthMask(layer->depthmask);
+               GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+               R_Mesh_ColorPointer(NULL);
+               applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+               switch (layer->type)
                {
-                       doambient = false;
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.base);
-                       m.texmatrix[0] = texture->currenttexmatrix;
-                       m.pointer_color = varray_color4f;
-                       colorscale = 1;
-                       if (gl_combine.integer && (ent->colormod[0] > 1 || ent->colormod[1] > 1 || ent->colormod[2] > 1))
-                       {
-                               m.texrgbscale[0] = 4;
-                               colorscale = 0.25f;
-                       }
-                       R_Mesh_State(&m);
-                       colorscale *= r_ambient.value * (1.0f / 64.0f);
-                       r = ent->colormod[0] * colorscale;
-                       g = ent->colormod[1] * colorscale;
-                       b = ent->colormod[2] * colorscale;
-                       a = texture->currentalpha;
-                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               case TEXTURELAYERTYPE_LITTEXTURE:
+                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                               // two-pass lit texture with 2x rgbscale
+                               // first the lightmap pass
+                               memset(&m, 0, sizeof(m));
+                               if (lightmode >= 1 || !rsurface_lightmaptexture)
+                                       m.tex[0] = R_GetTexture(r_texture_white);
+                               else
+                                       m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+                               R_Mesh_TextureState(&m);
+                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
                                GL_LockArrays(0, 0);
+                               // then apply the texture to it
+                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               R_Mesh_TextureState(&m);
+                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
                        }
-               }
-               if (dodetail)
-               {
-                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                       GL_DepthMask(false);
-                       GL_Color(1, 1, 1, 1);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.detail);
-                       R_Mesh_State(&m);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       else
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
+                               // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               R_Mesh_TextureState(&m);
+                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        }
-               }
-               if (doglow)
-               {
-                       // if glow was not already done using multitexture, do it now.
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
+                       break;
+               case TEXTURELAYERTYPE_TEXTURE:
+                       // singletexture unlit texture with transparency support
                        memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.glow);
-                       m.texmatrix[0] = texture->currenttexmatrix;
-                       m.pointer_color = varray_color4f;
-                       R_Mesh_State(&m);
-                       r = 1;
-                       g = 1;
-                       b = 1;
-                       a = texture->currentalpha;
-                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       m.tex[0] = R_GetTexture(layer->texture);
+                       m.texmatrix[0] = layer->texmatrix;
+                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       R_Mesh_TextureState(&m);
+                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                       break;
+               case TEXTURELAYERTYPE_FOG:
+                       // singletexture fogging
+                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       if (layer->texture)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               R_Mesh_TextureState(&m);
                        }
-               }
-               if (dofogpass)
-               {
-                       // if this is opaque use alpha blend which will darken the earlier
-                       // passes cheaply.
-                       //
-                       // if this is an alpha blended material, all the earlier passes
-                       // were darkened by fog already, so we only need to add the fog
-                       // color ontop through the fog mask texture
-                       //
-                       // if this is an additive blended material, all the earlier passes
-                       // were darkened by fog already, and we should not add fog color
-                       // (because the background was not darkened, there is no fog color
-                       // that was lost behind it).
-                       if (fogallpasses)
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                        else
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.fog);
-                       m.texmatrix[0] = texture->currenttexmatrix;
-                       R_Mesh_State(&m);
-                       r = fogcolor[0];
-                       g = fogcolor[1];
-                       b = fogcolor[2];
-                       a = texture->currentalpha;
-                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
+                               R_Mesh_ResetTextureState();
+                       // generate a color array for the fog pass
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               R_Mesh_ColorPointer(varray_color4f);
-                               //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg);
-                               if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                               int i;
+                               float f, *v, *c;
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = exp(fogdensity/DotProduct(diff, diff));
-                                               c[0] = r;
-                                               c[1] = g;
-                                               c[2] = b;
-                                               c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a;
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = exp(fogdensity/DotProduct(diff, diff));
-                                               c[0] = r;
-                                               c[1] = g;
-                                               c[2] = b;
-                                               c[3] = f * a;
-                                       }
+                                       f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       c[0] = layer->color[0];
+                                       c[1] = layer->color[1];
+                                       c[2] = layer->color[2];
+                                       c[3] = f * layer->color[3];
                                }
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
                        }
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+                       break;
+               default:
+                       Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                }
+               GL_LockArrays(0, 0);
+       }
+       CHECKGLERROR
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       {
+               qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+               GL_AlphaTest(false);
        }
-       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
-               qglEnable(GL_CULL_FACE);
 }
 
-static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       const entity_render_t *ent = calldata1;
-       const msurface_t *surface = ent->model->data_surfaces + calldata2;
-       vec3_t modelorg;
-       texture_t *texture;
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+               return;
+       r_shadow_rtlight = NULL;
+       renderstats.entities_surfaces += texturenumsurfaces;
+       CHECKGLERROR
+       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
+       {
+               qglDisable(GL_CULL_FACE);CHECKGLERROR
+       }
+       if (r_showsurfaces.integer)
+               R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
+       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+               R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
+       else if (rsurface_texture->currentnumlayers)
+       {
+               if (r_glsl.integer && gl_support_fragment_shader)
+                       R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
+               else if (gl_combine.integer && r_textureunits.integer >= 2)
+                       R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
+               else
+                       R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
+       }
+       CHECKGLERROR
+       GL_LockArrays(0, 0);
+       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
+       {
+               qglEnable(GL_CULL_FACE);CHECKGLERROR
+       }
+}
+
+#define BATCHSIZE 256
+static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+       int surfacelistindex;
+       int batchcount;
+       texture_t *t;
+       msurface_t *texturesurfacelist[BATCHSIZE];
+       // if the model is static it doesn't matter what value we give for
+       // wantnormals and wanttangents, so this logic uses only rules applicable
+       // to a model, knowing that they are meaningless otherwise
+       if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+               RSurf_ActiveEntity(ent, false, false);
+       else
+               RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+       batchcount = 0;
+       t = NULL;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
 
-       texture = surface->texture;
-       if (texture->basematerialflags & MATERIALFLAG_SKY)
-               return; // transparent sky is too difficult
-       R_UpdateTextureInfo(ent, texture);
+               if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+               {
+                       if (batchcount > 0)
+                               R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+                       batchcount = 0;
+                       t = surface->texture;
+                       rsurface_lightmaptexture = surface->lightmaptexture;
+                       R_UpdateTextureInfo(ent, t);
+                       rsurface_texture = t->currentframe;
+               }
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+                       continue; // transparent sky is too difficult
 
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+               texturesurfacelist[batchcount++] = surface;
+       }
+       if (batchcount > 0)
+               R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+       RSurf_CleanUp();
 }
 
-void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
-       const msurface_t *surface;
        vec3_t tempcenter, center;
-       if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
        {
                // drawing sky transparently would be too difficult
-               if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
                {
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
                                tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                                tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-                               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
+                               Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+                               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
                        }
                }
        }
        else
-               R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
 {
        int i, j, f, flagsmask;
-       msurface_t *surface, **surfacechain;
-       texture_t *t, *texture;
+       int counttriangles = 0;
+       texture_t *t;
        model_t *model = ent->model;
-       vec3_t modelorg;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
-       const msurface_t *surfacelist[1024];
+       msurface_t *surfacelist[1024];
        if (model == NULL)
                return;
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+       // if the model is static it doesn't matter what value we give for
+       // wantnormals and wanttangents, so this logic uses only rules applicable
+       // to a model, knowing that they are meaningless otherwise
+       if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+               RSurf_ActiveEntity(ent, false, false);
+       else
+               RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
 
        // update light styles
        if (!skysurfaces && model->brushq1.light_styleupdatechains)
        {
+               msurface_t *surface, **surfacechain;
                for (i = 0;i < model->brushq1.light_styles;i++)
                {
-                       if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+                       if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
                        {
-                               model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+                               model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
                                if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
                                        for (;(surface = *surfacechain);surfacechain++)
                                                surface->cached_dlight = true;
@@ -2356,35 +3389,39 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       texture = NULL;
+       rsurface_lightmaptexture = NULL;
+       rsurface_texture = NULL;
        numsurfacelist = 0;
        if (ent == r_refdef.worldentity)
        {
+               msurface_t *surface;
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
                        if (!r_worldsurfacevisible[j])
                                continue;
-                       if (t != surface->texture)
+                       if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
                        {
                                if (numsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               texture = t->currentframe;
-                               f = texture->currentmaterialflags & flagsmask;
+                               rsurface_lightmaptexture = surface->lightmaptexture;
+                               rsurface_texture = t->currentframe;
+                               f = rsurface_texture->currentmaterialflags & flagsmask;
                        }
                        if (f && surface->num_triangles)
                        {
                                // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight && surface->lightmapinfo->samples)
+                               if (surface->cached_dlight)
                                        R_BuildLightMap(ent, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
+                               counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                        }
@@ -2392,35 +3429,151 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        }
        else
        {
+               msurface_t *surface;
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
-                       if (t != surface->texture)
+                       if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
                        {
                                if (numsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               texture = t->currentframe;
-                               f = texture->currentmaterialflags & flagsmask;
+                               rsurface_lightmaptexture = surface->lightmaptexture;
+                               rsurface_texture = t->currentframe;
+                               f = rsurface_texture->currentmaterialflags & flagsmask;
                        }
                        if (f && surface->num_triangles)
                        {
                                // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight && surface->lightmapinfo->samples)
+                               if (surface->cached_dlight)
                                        R_BuildLightMap(ent, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
+                               counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+               R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+       renderstats.entities_triangles += counttriangles;
+       RSurf_CleanUp();
+
+       if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
+       {
+               int i;
+               const msurface_t *surface;
+               q3mbrush_t *brush;
+               CHECKGLERROR
+               R_Mesh_Matrix(&ent->matrix);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
+               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+               GL_DepthMask(false);
+               GL_DepthTest(!r_showdisabledepthtest.integer);
+               qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
+               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+                       if (brush->colbrushf && brush->colbrushf->numtriangles)
+                               R_DrawCollisionBrush(brush->colbrushf);
+               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+                       if (surface->num_collisiontriangles)
+                               R_DrawCollisionSurface(ent, surface);
+               qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       }
+
+       if (r_showtris.integer || r_shownormals.integer)
+       {
+               int k, l;
+               msurface_t *surface;
+               const int *elements;
+               vec3_t v;
+               CHECKGLERROR
+               GL_DepthTest(true);
+               GL_DepthMask(true);
+               if (r_showdisabledepthtest.integer)
+               {
+                       qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+               }
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
+                               continue;
+                       rsurface_texture = surface->texture->currentframe;
+                       if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       {
+                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+                               if (r_showtris.integer)
+                               {
+                                       if (!rsurface_texture->currentlayers->depthmask)
+                                               GL_Color(r_showtris.value, 0, 0, 1);
+                                       else if (ent == r_refdef.worldentity)
+                                               GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
+                                       else
+                                               GL_Color(0, r_showtris.value, 0, 1);
+                                       elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+                                       CHECKGLERROR
+                                       qglBegin(GL_LINES);
+                                       for (k = 0;k < surface->num_triangles;k++, elements += 3)
+                                       {
+                                               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+                                               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+                                               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+                                       }
+                                       qglEnd();
+                                       CHECKGLERROR
+                               }
+                               if (r_shownormals.integer)
+                               {
+                                       GL_Color(r_shownormals.value, 0, 0, 1);
+                                       qglBegin(GL_LINES);
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       {
+                                               VectorCopy(rsurface_vertex3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                                       CHECKGLERROR
+                                       GL_Color(0, 0, r_shownormals.value, 1);
+                                       qglBegin(GL_LINES);
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       {
+                                               VectorCopy(rsurface_vertex3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                                       CHECKGLERROR
+                                       GL_Color(0, r_shownormals.value, 0, 1);
+                                       qglBegin(GL_LINES);
+                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                                       {
+                                               VectorCopy(rsurface_vertex3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                               VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+                                               qglVertex3f(v[0], v[1], v[2]);
+                                       }
+                                       qglEnd();
+                                       CHECKGLERROR
+                               }
+                       }
+               }
+               rsurface_texture = NULL;
+               if (r_showdisabledepthtest.integer)
+               {
+                       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+               }
+       }
 }