]> 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 c9f1f0aa75ee96fb3cf9dfbaaa1029191dbe1cc1..7e1921575c5f8992ae45408439460fb8981bd3db 100644 (file)
@@ -122,6 +122,7 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
 rtexture_t *r_bloom_texture_screen;
 rtexture_t *r_bloom_texture_bloom;
@@ -132,7 +133,7 @@ rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
 rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_fogattenuation;
-rtexture_t *r_texture_fogintensity;
+//rtexture_t *r_texture_fogintensity;
 
 // information about each possible shader permutation
 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
@@ -370,9 +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;
                        }
                }
@@ -386,7 +387,7 @@ static void R_BuildFogTexture(void)
        double r, alpha;
 #define FOGWIDTH 64
        unsigned char data1[FOGWIDTH][4];
-       unsigned char data2[FOGWIDTH][4];
+       //unsigned char data2[FOGWIDTH][4];
        r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
        for (x = 0;x < FOGWIDTH;x++)
        {
@@ -399,13 +400,13 @@ static void R_BuildFogTexture(void)
                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;
+               //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);
+       //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 =
@@ -420,6 +421,9 @@ static const char *builtinshaderstring =
 "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"
@@ -467,10 +471,13 @@ static const char *builtinshaderstring =
 "#endif\n"
 "\n"
 "      // transform unnormalized eye direction into tangent space\n"
-"      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
-"      EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
-"      EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
-"      EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\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"
@@ -667,17 +674,19 @@ static const char *builtinshaderstring =
 "      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(EyeVector)*FogRangeRecip, 0.0)).x;\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 * gl_Color;\n"
+"      gl_FragColor = color;\n"
 "}\n"
 "\n"
 "#endif // FRAGMENT_SHADER\n"
@@ -782,7 +791,7 @@ void R_GLSL_CompilePermutation(int permutation)
        if (p->program)
        {
                CHECKGLERROR
-               qglUseProgramObjectARB(p->program);
+               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");
@@ -819,8 +828,8 @@ void R_GLSL_CompilePermutation(int permutation)
                if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
                if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
                if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
-               qglUseProgramObjectARB(0);
                CHECKGLERROR
+               qglUseProgramObjectARB(0);CHECKGLERROR
        }
        else
                Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
@@ -837,14 +846,14 @@ void R_GLSL_Restart_f(void)
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
-void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
+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 = texture->specularscale;
+       float specularscale = rsurface_texture->specularscale;
        r_glsl_permutation = NULL;
        if (r_shadow_rtlight)
        {
@@ -855,25 +864,31 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
        }
        else
        {
-               if (modellighting)
-                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-               else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
                {
-                       if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                       if (modellighting)
+                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
                        else
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       {
+                               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;
+                       }
                }
-               else if (r_glsl_deluxemapping.integer >= 2) // fake mode
-                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
-               if (texture->skin.glow)
+               if (rsurface_texture->skin.glow)
                        permutation |= SHADERPERMUTATION_GLOW;
        }
        if (specularscale > 0)
                permutation |= SHADERPERMUTATION_SPECULAR;
        if (fogenabled)
                permutation |= SHADERPERMUTATION_FOG;
-       if (texture->colormapping)
+       if (rsurface_texture->colormapping)
                permutation |= SHADERPERMUTATION_COLORMAPPING;
        if (r_glsl_offsetmapping.integer)
        {
@@ -900,18 +915,17 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
                                if (r_glsl_permutations[permutation].program)
                                        break;
                                if (!i)
-                                       return; // utterly failed
+                                       return 0; // utterly failed
                        }
                }
        }
        r_glsl_permutation = r_glsl_permutations + permutation;
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
-       R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+       R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
        if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
        {
-               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
-               //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+               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);
@@ -920,28 +934,14 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
        }
        else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
        {
-               if (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
-               {
-                       if (r_glsl_permutation->loc_AmbientColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, 1, 1, 1);
-                       if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, 0, 0, 0);
-                       if (r_glsl_permutation->loc_SpecularColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, 0, 0, 0);
-                       if (r_glsl_permutation->loc_LightDir >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_LightDir, 0, 0, -1);
-               }
-               else
-               {
-                       if (r_glsl_permutation->loc_AmbientColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]);
-                       if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]);
-                       if (r_glsl_permutation->loc_SpecularColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale);
-                       if (r_glsl_permutation->loc_LightDir >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->modellight_lightdir[2]);
-               }
+               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
        {
@@ -949,40 +949,55 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
                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(texture->skin.nmap));
-       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
-       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture));
+       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(texture->skin.pants));
-       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt));
-       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
+       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 || (texture->currentmaterialflags & MATERIALFLAG_ADD))
+               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, modelorg[0], modelorg[1], modelorg[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 (texture->skin.pants)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);
+               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 (texture->skin.shirt)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);
+               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, texture->specularpower);
+       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)
@@ -1082,6 +1097,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
        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);
@@ -1175,8 +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)
@@ -1464,7 +1481,6 @@ static void R_BlendView(void)
        int screenwidth, screenheight;
        qboolean dobloom;
        qboolean doblend;
-       rmeshstate_t m;
        float vertex3f[12];
        float texcoord2f[3][8];
 
@@ -1489,9 +1505,12 @@ static void R_BlendView(void)
        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 bloomwidth, bloomheight, x, dobloomblend, range;
+               int bloomwidth, bloomheight, x, range;
                float xoffset, yoffset, r;
                renderstats.bloom++;
                // allocate textures as needed
@@ -1523,20 +1542,19 @@ static void R_BlendView(void)
                texcoord2f[1][5] = 0;
                texcoord2f[1][6] = 0;
                texcoord2f[1][7] = 0;
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = vertex3f;
-               m.pointer_texcoord[0] = texcoord2f[0];
-               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
-               R_Mesh_State(&m);
+               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);
+               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);
@@ -1550,13 +1568,11 @@ static void R_BlendView(void)
                }
                // 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 = vertex3f;
-               m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
-               m.pointer_texcoord[0] = 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);
+               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
@@ -1588,7 +1604,8 @@ static void R_BlendView(void)
                }
                // 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);
+               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
@@ -1621,55 +1638,40 @@ static void R_BlendView(void)
                }
                // 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);
+               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 = vertex3f;
-               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
-               m.pointer_texcoord[0] = 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] = 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);
-               renderstats.bloom_drawpixels += r_view_width * r_view_height;
-               // now blend on the bloom texture if multipass
-               if (dobloomblend)
                {
-                       memset(&m, 0, sizeof(m));
-                       m.pointer_vertex = vertex3f;
-                       m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
-                       m.pointer_texcoord[0] = 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);
                        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 (doblend)
        {
                // apply a color tint to the whole view
-               memset(&m, 0, sizeof(m));
-               m.pointer_vertex = 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);
@@ -1717,7 +1719,8 @@ void R_RenderView(void)
        }
 
        // 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);
@@ -1727,14 +1730,16 @@ void R_RenderView(void)
        if (r_timereport_active)
                R_TimeReport("setup");
 
-       qglDepthFunc(GL_LEQUAL);
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
-       qglEnable(GL_POLYGON_OFFSET_FILL);
+       CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
 
        R_RenderScene();
 
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       CHECKGLERROR
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
 
        R_BlendView();
        if (r_timereport_active)
@@ -1742,6 +1747,7 @@ void R_RenderView(void)
 
        GL_Scissor(0, 0, vid.width, vid.height);
        GL_ScissorTest(false);
+       CHECKGLERROR
 }
 
 //[515]: csqc
@@ -1777,7 +1783,8 @@ void CSQC_R_ClearScreen (void)
        }
 
        // 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);
@@ -1786,19 +1793,22 @@ void CSQC_R_ClearScreen (void)
        R_UpdateFog();
        if (r_timereport_active)
                R_TimeReport("setup");
+       CHECKGLERROR
 }
 
 //[515]: csqc
 void CSQC_R_RenderScene (void)
 {
-       qglDepthFunc(GL_LEQUAL);
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
-       qglEnable(GL_POLYGON_OFFSET_FILL);
+       CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
 
        R_RenderScene();
 
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       CHECKGLERROR
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
 
        R_BlendView();
        if (r_timereport_active)
@@ -1806,6 +1816,7 @@ void CSQC_R_RenderScene (void)
 
        GL_Scissor(0, 0, vid.width, vid.height);
        GL_ScissorTest(false);
+       CHECKGLERROR
 }
 
 extern void R_DrawLightningBeams (void);
@@ -1820,8 +1831,11 @@ void R_RenderScene(void)
 
        r_framecount++;
 
+       CHECKGLERROR
        if (gl_support_fragment_shader)
-               qglUseProgramObjectARB(0);
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
 
        R_MeshQueue_BeginScene();
 
@@ -1937,8 +1951,11 @@ void R_RenderScene(void)
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
+       CHECKGLERROR
        if (gl_support_fragment_shader)
-               qglUseProgramObjectARB(0);
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
 }
 
 /*
@@ -1946,7 +1963,6 @@ 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);
@@ -1972,10 +1988,9 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
                        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);
 }
 */
@@ -2012,17 +2027,15 @@ float nomodelcolor4f[6*4] =
        0.5f, 0.0f, 0.0f, 1.0f
 };
 
-void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        int i;
        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);
@@ -2039,10 +2052,11 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenu
                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;
+               R_Mesh_ColorPointer(color4f);
                f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin));
                f1 = 1 - f2;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
@@ -2056,13 +2070,13 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, int surfacenu
        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);
 }
 
@@ -2109,7 +2123,6 @@ float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 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 fog = 0.0f, ifog;
-       rmeshstate_t m;
        float vertex3f[12];
 
        if (fogenabled)
@@ -2134,11 +2147,11 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
        vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
 
-       memset(&m, 0, sizeof(m));
-       m.tex[0] = R_GetTexture(texture);
-       m.pointer_texcoord[0] = spritetexcoord2f;
-       m.pointer_vertex = vertex3f;
-       R_Mesh_State(&m);
+       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);
 
@@ -2218,13 +2231,10 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        }
 }
 
-static void R_DrawCollisionBrush(colbrushf_t *brush)
+static void R_DrawCollisionBrush(const colbrushf_t *brush)
 {
        int i;
-       rmeshstate_t m;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = brush->points->v;
-       R_Mesh_State(&m);
+       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);
@@ -2232,15 +2242,12 @@ static void R_DrawCollisionBrush(colbrushf_t *brush)
        GL_LockArrays(0, 0);
 }
 
-static void R_DrawCollisionSurface(entity_render_t *ent, msurface_t *surface)
+static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
 {
        int i;
-       rmeshstate_t m;
        if (!surface->num_collisiontriangles)
                return;
-       memset(&m, 0, sizeof(m));
-       m.pointer_vertex = surface->data_collisionvertex3f;
-       R_Mesh_State(&m);
+       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);
@@ -2296,9 +2303,9 @@ 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)
@@ -2329,7 +2336,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
        {
                if (gl_lightmaps.integer)
-                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &identitymatrix, 1, 1, 1, 1);
+                       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;
@@ -2337,25 +2344,28 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        {
                                blendfunc1 = GL_SRC_ALPHA;
                                blendfunc2 = GL_ONE;
-                               depthmask = false;
                        }
                        else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
                        {
                                blendfunc1 = GL_SRC_ALPHA;
                                blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
-                               depthmask = false;
+                       }
+                       else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+                       {
+                               blendfunc1 = t->customblendfunc[0];
+                               blendfunc2 = t->customblendfunc[1];
                        }
                        else
                        {
                                blendfunc1 = GL_ONE;
                                blendfunc2 = GL_ZERO;
-                               depthmask = true;
                        }
+                       depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
                        if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
                        {
                                rtexture_t *currentbasetexture;
                                int layerflags = 0;
-                               if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                               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)
@@ -2372,28 +2382,23 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        float colorscale;
                                        colorscale = 2;
                                        // q3bsp has no lightmap updates, so the lightstylevalue that
-                                       // would normally be baked into the lightmaptexture must be
+                                       // 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;
-                                       if (r_textureunits.integer >= 2 && gl_combine.integer)
-                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
-                                       else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
-                                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha);
-                                       else
-                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
+                                       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_VERTEX, 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);
+                                               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_VERTEX, 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);
+                                               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);
                                        }
@@ -2413,7 +2418,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        // 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_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+                                       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);
                                }
                        }
                }
@@ -2429,183 +2434,302 @@ void R_UpdateAllTextureInfo(entity_render_t *ent)
 }
 
 int rsurface_array_size = 0;
-float *rsurface_array_vertex3f = NULL;
-float *rsurface_array_svector3f = NULL;
-float *rsurface_array_tvector3f = NULL;
-float *rsurface_array_normal3f = NULL;
+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_vertex3f)
-               Mem_Free(rsurface_array_vertex3f);
+       if (rsurface_array_modelvertex3f)
+               Mem_Free(rsurface_array_modelvertex3f);
        rsurface_array_size = (newvertices + 1023) & ~1023;
-       rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
-       rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
-       rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
-       rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
-       rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12;
-       rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16;
+       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;
-qboolean rsurface_generatevertex;
-qboolean rsurface_generatetangents;
-qboolean rsurface_generatenormals;
-qboolean rsurface_deformvertex;
-qboolean rsurface_dynamicvertex;
 vec3_t rsurface_modelorg;
+qboolean rsurface_generatedvertex;
 const entity_render_t *rsurface_entity;
 const model_t *rsurface_model;
-const texture_t *rsurface_texture;
+texture_t *rsurface_texture;
+rtexture_t *rsurface_lightmaptexture;
+rsurfmode_t rsurface_mode;
+texture_t *rsurface_glsl_texture;
+qboolean rsurface_glsl_uselightmap;
 
-void RSurf_PrepareForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg)
+void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
-       VectorCopy(modelorg, rsurface_modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg);
        rsurface_entity = ent;
        rsurface_model = ent->model;
-       rsurface_texture = texture;
-}
-
-void RSurf_SetPointersForPass(qboolean generatenormals, qboolean generatetangents)
-{
        if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
-       if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
+       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_generatevertex = true;
-               rsurface_generatetangents = false;
-               rsurface_generatenormals = false;
-               rsurface_vertex3f = rsurface_array_vertex3f;
-               if (generatetangents || (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
+               if (wanttangents)
                {
-                       rsurface_generatetangents = true;
-                       rsurface_svector3f = rsurface_array_svector3f;
-                       rsurface_tvector3f = rsurface_array_tvector3f;
-                       rsurface_normal3f = rsurface_array_normal3f;
+                       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_svector3f = NULL;
-                       rsurface_tvector3f = NULL;
-                       if (generatenormals)
-                       {
-                               rsurface_generatenormals = true;
-                               rsurface_normal3f = rsurface_array_normal3f;
-                       }
-                       else
-                               rsurface_normal3f = NULL;
+                       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_generatevertex = false;
-               rsurface_generatetangents = false;
-               rsurface_generatenormals = false;
-               rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f;
-               rsurface_svector3f = rsurface_model->surfmesh.data_svector3f;
-               rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f;
-               rsurface_normal3f = rsurface_model->surfmesh.data_normal3f;
-       }
-       if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+               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)
        {
-               rsurface_deformvertex = true;
-               rsurface_vertex3f = rsurface_array_vertex3f;
-               rsurface_svector3f = rsurface_array_svector3f;
-               rsurface_tvector3f = rsurface_array_tvector3f;
-               rsurface_normal3f = rsurface_array_normal3f;
+               qglUseProgramObjectARB(0);CHECKGLERROR
        }
-       else
-               rsurface_deformvertex = false;
-       R_Mesh_VertexPointer(rsurface_vertex3f);
-       rsurface_dynamicvertex = rsurface_generatevertex || rsurface_deformvertex;
+       GL_AlphaTest(false);
+       rsurface_mode = RSURFMODE_NONE;
+       rsurface_lightmaptexture = NULL;
+       rsurface_texture = NULL;
+       rsurface_glsl_texture = NULL;
+       rsurface_glsl_uselightmap = false;
 }
 
-void RSurf_PrepareDynamicSurfaceVertices(const msurface_t *surface)
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       float *vertex3f, *svector3f, *tvector3f, *normal3f;
-       model_t *model = rsurface_entity->model;
-       if (!rsurface_dynamicvertex)
-               return;
-       if (rsurface_generatevertex)
+       if (rsurface_generatedvertex)
        {
-               Mod_Alias_GetMesh_Vertex3f(model, rsurface_entity->frameblend, rsurface_array_vertex3f);
-               if (rsurface_generatetangents)
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
-               else if (rsurface_generatenormals)
-                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+               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 (rsurface_deformvertex)
+       if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
-               int i, j;
+               int texturesurfaceindex;
                float center[3], forward[3], right[3], up[3], v[4][3];
                matrix4x4_t matrix1, imatrix1;
-               if (rsurface_generatevertex)
+               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++)
                {
-                       vertex3f = rsurface_array_vertex3f;
-                       svector3f = rsurface_array_svector3f;
-                       tvector3f = rsurface_array_tvector3f;
-                       normal3f = rsurface_array_normal3f;
+                       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);
                }
-               else
+               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++)
                {
-                       vertex3f = rsurface_vertex3f;
-                       svector3f = rsurface_svector3f;
-                       tvector3f = rsurface_tvector3f;
-                       normal3f = rsurface_normal3f;
+                       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;
                }
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up);
-               // a single autosprite surface can contain multiple sprites...
-               for (j = 0;j < surface->num_vertices - 3;j += 4)
+               if (batchtriangles)
+                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
+       }
+       else if (r_batchmode.integer == 1)
+       {
+               int firsttriangle = 0;
+               int endtriangle = -1;
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       VectorClear(center);
-                       for (i = 0;i < 4;i++)
-                               VectorAdd(center, (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, (normal3f + 3 * surface->num_firstvertex) + j*3, (svector3f + 3 * surface->num_firstvertex) + j*3, (tvector3f + 3 * surface->num_firstvertex) + j*3, center);
-                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                       for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, (vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                       if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                       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
                        {
-                               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);
+                               firstvertex = min(firstvertex, surface->num_firstvertex);
+                               endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
                        }
-                       for (i = 0;i < 4;i++)
-                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
+                       endtriangle = surface->num_firsttriangle + surface->num_triangles;
+               }
+               if (endtriangle > firsttriangle)
+               {
+                       GL_LockArrays(firstvertex, endvertex - firstvertex);
+                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
+               }
+       }
+       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));
                }
-               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, model->surfmesh.data_texcoordtexture2f, model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
        }
 }
 
-static void RSurf_Draw(const msurface_t *surface)
+static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       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));
-       GL_LockArrays(0, 0);
+       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));
+       }
 }
 
-static void RSurf_DrawLightmap(const msurface_t *surface, 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;
+       // TODO: optimize
        if (lightmode >= 2)
        {
                // model lighting
@@ -2621,18 +2745,23 @@ static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, floa
                diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
                if (VectorLength2(diffusecolor) > 0)
                {
-                       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)
+                       // generate color arrays for the surfaces in this list
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               if ((f = DotProduct(c2, lightdir)) > 0)
-                                       VectorMA(ambientcolor, f, diffusecolor, c);
-                               else
-                                       VectorCopy(ambientcolor, c);
-                               c[3] = a;
+                               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 = 1;
                        g = 1;
@@ -2649,39 +2778,45 @@ static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, floa
                        rsurface_lightmapcolor4f = NULL;
                }
        }
-       else if (lightmode >= 1)
+       else if (lightmode >= 1 || !rsurface_lightmaptexture)
        {
-               if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
+               if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
                {
-                       for (i = 0, c = rsurface_array_color4f + 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++)
                        {
-                               if (surface->lightmapinfo->samples)
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
                                {
-                                       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)
+                                       if (surface->lightmapinfo->samples)
                                        {
-                                               int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
-                                               lm += size3;
-                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
-                                               VectorMA(c, scale, lm, c);
-                                               if (surface->lightmapinfo->styles[2] != 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 = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (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[3] != 255)
+                                                       if (surface->lightmapinfo->styles[2] != 255)
                                                        {
                                                                lm += size3;
-                                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+                                                               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;
                                }
-                               else
-                                       VectorClear(c);
                        }
                        rsurface_lightmapcolor4f = rsurface_array_color4f;
                }
@@ -2689,464 +2824,528 @@ static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, floa
                        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 = (rsurface_array_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++)
                        {
-                               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];
+                               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 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
-                               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 = rsurface_array_color4f;
        }
        if (applycolor && rsurface_lightmapcolor4f)
        {
-               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)
+               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_Draw(surface);
+       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)
 {
+       // transparent sky would be ridiculous
+       if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+               return;
+       if (rsurface_mode != RSURFMODE_SKY)
+       {
+               if (rsurface_mode == RSURFMODE_GLSL)
+               {
+                       qglUseProgramObjectARB(0);CHECKGLERROR
+               }
+               rsurface_mode = RSURFMODE_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)
+       {
+               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ResetTextureState();
+               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);
+               }
+       }
+       // 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)
+       {
+               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);
+       }
+}
+
+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();
+       }
+       if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
+       {
+               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;
-       const msurface_t *surface;
-       model_t *model = ent->model;
        qboolean applycolor;
        qboolean applyfog;
        rmeshstate_t m;
-       if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
-               return;
-       r_shadow_rtlight = NULL;
-       renderstats.entities_surfaces += texturenumsurfaces;
-       // FIXME: identify models using a better check than model->brush.shadowmesh
-       lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2;
-       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
-               qglDisable(GL_CULL_FACE);
-       RSurf_PrepareForBatch(ent, texture, modelorg);
-       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
-       {
-               // transparent sky would be ridiculous
-               if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+       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)
                {
-                       if (skyrendernow)
-                       {
-                               skyrendernow = false;
-                               R_Sky();
-                               // restore entity matrix
-                               R_Mesh_Matrix(&ent->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 (model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
+                       if (layerindex == 0)
+                               GL_AlphaTest(true);
+                       else
                        {
-                               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State(&m);
-                               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);
-                               }
-                               RSurf_SetPointersForPass(false, false);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
-                                       RSurf_Draw(surface);
-                               }
-                               if (skyrendermasked)
-                                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+                               GL_AlphaTest(false);
+                               qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
                }
-       }
-       else if (r_glsl.integer && gl_support_fragment_shader)
-       {
-               if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+               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))
                {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
+                       layertexrgbscale = 4;
+                       VectorScale(layer->color, 0.25f, layercolor);
                }
-               else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+               else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
                {
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       GL_DepthMask(false);
+                       layertexrgbscale = 2;
+                       VectorScale(layer->color, 0.5f, layercolor);
                }
                else
                {
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       GL_DepthMask(true);
+                       layertexrgbscale = 1;
+                       VectorScale(layer->color, 1.0f, layercolor);
                }
-
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
-               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha);
-               R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
-               if (!r_glsl_permutation)
-                       return;
-               RSurf_SetPointersForPass(false, true);
-               if (lightmode == 2)
+               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)
                {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               case TEXTURELAYERTYPE_LITTEXTURE:
+                       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;
+                       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.texrgbscale[0] = layertexrgbscale;
+                       if (layer->texture)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               if (rsurface_dynamicvertex)
-                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-                               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-                               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-                               RSurf_Draw(surface);
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                        }
-               }
-               else
-               {
+                       R_Mesh_TextureState(&m);
+                       // generate a color array for the fog pass
+                       R_Mesh_ColorPointer(rsurface_array_color4f);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               if (rsurface_dynamicvertex)
-                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-                               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-                               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-                               R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
-                               if (surface->lightmaptexture)
+                               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)
                                {
-                                       R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
-                                       if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                                               R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture));
-                                       R_Mesh_ColorPointer(NULL);
+                                       f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       c[0] = layercolor[0];
+                                       c[1] = layercolor[1];
+                                       c[2] = layercolor[2];
+                                       c[3] = f * layercolor[3];
                                }
-                               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(model->surfmesh.data_lightmapcolor4f);
-                               }
-                               RSurf_Draw(surface);
                        }
+                       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+                       break;
+               default:
+                       Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                }
-               qglUseProgramObjectARB(0);
+               GL_LockArrays(0, 0);
        }
-       else if (texture->currentnumlayers)
+       CHECKGLERROR
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
-               int layerindex;
-               texturelayer_t *layer;
-               for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
+               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)
                {
-                       vec4_t layercolor;
-                       int layertexrgbscale;
-                       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))
-                       {
-                               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);
-                       }
+                       if (layerindex == 0)
+                               GL_AlphaTest(true);
                        else
                        {
-                               layertexrgbscale = 1;
-                               VectorScale(layer->color, 1.0f, layercolor);
+                               GL_AlphaTest(false);
+                               qglDepthFunc(GL_EQUAL);CHECKGLERROR
                        }
-                       layercolor[3] = layer->color[3];
-                       GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
-                       applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
-                       applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
-                       switch (layer->type)
+               }
+               GL_DepthMask(layer->depthmask);
+               GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+               R_Mesh_ColorPointer(NULL);
+               applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
+               switch (layer->type)
+               {
+               case TEXTURELAYERTYPE_LITTEXTURE:
+                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
                        {
-                       case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
+                               // two-pass lit texture with 2x rgbscale
+                               // first the lightmap pass
                                memset(&m, 0, sizeof(m));
-                               m.tex[1] = R_GetTexture(layer->texture);
-                               m.texmatrix[1] = layer->texmatrix;
-                               m.texrgbscale[1] = layertexrgbscale;
-                               m.pointer_color = rsurface_array_color4f;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(lightmode == 2, false);
-                               if (lightmode == 2)
-                               {
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
-                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
-                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
-                                       }
-                               }
+                               if (lightmode >= 1 || !rsurface_lightmaptexture)
+                                       m.tex[0] = R_GetTexture(r_texture_white);
                                else
-                               {
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
-                                               R_Mesh_TexCoordPointer(1, 2, model->surfmesh.data_texcoordtexture2f);
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                                               if (surface->lightmaptexture)
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
-                                               }
-                                               else
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
-                                               }
-                                       }
-                               }
-                               break;
-                       case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
-                               memset(&m, 0, sizeof(m));
-                               m.tex[0] = R_GetTexture(layer->texture);
-                               m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_color = rsurface_array_color4f;
-                               m.texrgbscale[0] = layertexrgbscale;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(lightmode == 2, false);
-                               if (lightmode == 2)
-                               {
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
-                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                                               RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false);
-                                       }
-                               }
-                               else
-                               {
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordlightmap2f);
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                                               if (surface->lightmaptexture)
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false);
-                                               }
-                                               else
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                       RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false);
-                                               }
-                                       }
-                               }
+                                       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_color = rsurface_array_color4f;
-                               m.texrgbscale[0] = layertexrgbscale;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(false, false);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
-                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false);
-                               }
-                               break;
-                       case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
+                               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);
+                       }
+                       else
+                       {
+                               // 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.texrgbscale[0] = layertexrgbscale;
-                               m.pointer_color = rsurface_array_color4f;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(lightmode == 2, false);
-                               if (lightmode == 2)
-                               {
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
-                                       }
-                               }
-                               else
-                               {
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                               if (rsurface_dynamicvertex)
-                                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                                               RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
-                                       }
-                               }
-                               break;
-                       case TEXTURELAYERTYPE_TEXTURE:
+                               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);
+                       }
+                       break;
+               case TEXTURELAYERTYPE_TEXTURE:
+                       // singletexture unlit texture with 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], 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)
+                       {
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_color = rsurface_array_color4f;
-                               m.texrgbscale[0] = layertexrgbscale;
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(false, false);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
-                                       RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
-                               }
-                               break;
-                       case TEXTURELAYERTYPE_FOG:
-                               memset(&m, 0, sizeof(m));
-                               if (layer->texture)
-                               {
-                                       m.tex[0] = R_GetTexture(layer->texture);
-                                       m.texmatrix[0] = layer->texmatrix;
-                               }
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(false, false);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                               {
-                                       int i;
-                                       float f, *v, *c;
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       if (layer->texture)
-                                               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
-                                       R_Mesh_ColorPointer(rsurface_array_color4f);
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
-                                       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)
-                                       {
-                                               f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
-                                               c[0] = layercolor[0];
-                                               c[1] = layercolor[1];
-                                               c[2] = layercolor[2];
-                                               c[3] = f * layercolor[3];
-                                       }
-                                       RSurf_Draw(surface);
-                               }
-                               break;
-                       default:
-                               Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               R_Mesh_TextureState(&m);
                        }
-                       // if trying to do overbright on first pass of an opaque surface
-                       // when combine is not supported, brighten as a post process
-                       if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
+                       else
+                               R_Mesh_ResetTextureState();
+                       // generate a color array for the fog pass
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               int scale;
-                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                               GL_Color(1, 1, 1, 1);
-                               memset(&m, 0, sizeof(m));
-                               R_Mesh_State(&m);
-                               RSurf_SetPointersForPass(false, false);
-                               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];
-                                       if (rsurface_dynamicvertex)
-                                               RSurf_PrepareDynamicSurfaceVertices(surface);
-                                       for (scale = 1;scale < layertexrgbscale;scale <<= 1)
-                                               RSurf_Draw(surface);
+                                       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];
                                }
                        }
+                       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(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       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
        }
-       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
-               qglEnable(GL_CULL_FACE);
 }
 
-static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
+#define BATCHSIZE 256
+static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       const msurface_t *surface = ent->model->data_surfaces + surfacenumber;
-       vec3_t modelorg;
-       texture_t *texture;
+       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, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight);
+                               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);
@@ -3154,21 +3353,26 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
 {
        int i, j, f, flagsmask;
        int counttriangles = 0;
-       msurface_t *surface, **surfacechain;
-       texture_t *t, *texture;
+       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] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
@@ -3185,56 +3389,27 @@ 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 (r_showsurfaces.integer)
-       {
-               rmeshstate_t m;
-               GL_DepthTest(true);
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
-               t = NULL;
-               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;
-                       if (t != surface->texture)
-                       {
-                               t = surface->texture;
-                               texture = t->currentframe;
-                               RSurf_PrepareForBatch(ent, texture, modelorg);
-                               RSurf_SetPointersForPass(false, false);
-                       }
-                       if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
-                       {
-                               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);
-                               if (rsurface_dynamicvertex)
-                                       RSurf_PrepareDynamicSurfaceVertices(surface);
-                               RSurf_Draw(surface);
-                               renderstats.entities_triangles += surface->num_triangles;
-                       }
-                       renderstats.entities_surfaces++;
-               }
-       }
-       else if (ent == r_refdef.worldentity)
+       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)
                        {
@@ -3246,7 +3421,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                        }
@@ -3254,18 +3429,20 @@ 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)
                        {
@@ -3277,70 +3454,73 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                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;
-       if (gl_support_fragment_shader)
-               qglUseProgramObjectARB(0);
+       RSurf_CleanUp();
 
        if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
        {
                int i;
-               msurface_t *surface;
+               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);
+               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);
+               qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
        }
 
        if (r_showtris.integer || r_shownormals.integer)
        {
                int k, l;
+               msurface_t *surface;
                const int *elements;
-               rmeshstate_t m;
                vec3_t v;
+               CHECKGLERROR
                GL_DepthTest(true);
                GL_DepthMask(true);
                if (r_showdisabledepthtest.integer)
-                       qglDepthFunc(GL_ALWAYS);
+               {
+                       qglDepthFunc(GL_ALWAYS);CHECKGLERROR
+               }
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
+               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;
-                       texture = surface->texture->currentframe;
-                       if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       rsurface_texture = surface->texture->currentframe;
+                       if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
-                               RSurf_PrepareForBatch(ent, texture, modelorg);
-                               RSurf_SetPointersForPass(false, r_shownormals.integer != 0);
-                               if (rsurface_dynamicvertex)
-                                       RSurf_PrepareDynamicSurfaceVertices(surface);
+                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
                                if (r_showtris.integer)
                                {
-                                       if (!texture->currentlayers->depthmask)
+                                       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)
                                        {
@@ -3349,6 +3529,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                                qglArrayElement(elements[2]);qglArrayElement(elements[0]);
                                        }
                                        qglEnd();
+                                       CHECKGLERROR
                                }
                                if (r_shownormals.integer)
                                {
@@ -3362,6 +3543,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                                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++)
@@ -3372,6 +3554,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                                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++)
@@ -3382,11 +3565,15 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                                qglVertex3f(v[0], v[1], v[2]);
                                        }
                                        qglEnd();
+                                       CHECKGLERROR
                                }
                        }
                }
+               rsurface_texture = NULL;
                if (r_showdisabledepthtest.integer)
-                       qglDepthFunc(GL_LEQUAL);
+               {
+                       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+               }
        }
 }