]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
made darkplaces compile successfully with g++ to test for errors C doesn't care about...
[xonotic/darkplaces.git] / gl_rmain.c
index 91f2316ea47419c5a78a215d795bb0894de2debf..8525e1d2bfdda26afe90c6d98a04aecc3384b7cf 100644 (file)
@@ -20,26 +20,51 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // r_main.c
 
 #include "quakedef.h"
+#include "r_shadow.h"
+#include "polygon.h"
 
 // used for dlight push checking and other things
 int r_framecount;
 
-mplane_t frustum[4];
+mplane_t frustum[5];
 
 matrix4x4_t r_identitymatrix;
 
-int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
 
 // true during envmap command capture
 qboolean envmap;
 
+// maximum visible distance (recalculated from world box each frame)
 float r_farclip;
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+qboolean r_rtworld;
+qboolean r_rtworldshadows;
+qboolean r_rtdlight;
+qboolean r_rtdlightshadows;
+
+
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
 
 // view origin
-vec3_t r_origin;
-vec3_t vpn;
-vec3_t vright;
-vec3_t vup;
+vec3_t r_vieworigin;
+vec3_t r_viewforward;
+vec3_t r_viewleft;
+vec3_t r_viewright;
+vec3_t r_viewup;
+int r_view_x;
+int r_view_y;
+int r_view_z;
+int r_view_width;
+int r_view_height;
+int r_view_depth;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
 
 //
 // screen size info
@@ -49,16 +74,15 @@ refdef_t r_refdef;
 // 8.8 fraction of base light value
 unsigned short d_lightstylevalue[256];
 
+cvar_t r_showtris = {0, "r_showtris", "0"};
 cvar_t r_drawentities = {0, "r_drawentities","1"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_speeds = {0, "r_speeds","0"};
 cvar_t r_fullbright = {0, "r_fullbright","0"};
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
@@ -74,7 +98,29 @@ cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
 
+cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
+cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+
+cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
 
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
+
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
+
+cvar_t r_test = {0, "r_test", "0"}; // used for testing renderer code changes, otherwise does nothing
+
+rtexturepool_t *r_main_texturepool;
+rtexture_t *r_bloom_texture_screen;
+rtexture_t *r_bloom_texture_bloom;
+rtexture_t *r_texture_blanknormalmap;
+rtexture_t *r_texture_white;
+rtexture_t *r_texture_black;
+rtexture_t *r_texture_notexture;
+rtexture_t *r_texture_whitecube;
+rtexture_t *r_texture_normalizationcube;
 
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
@@ -103,41 +149,12 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a)
        }
 }
 
-/*
-====================
-R_TimeRefresh_f
-
-For program optimization
-====================
-*/
-qboolean intimerefresh = 0;
-static void R_TimeRefresh_f (void)
-{
-       int i;
-       float start, stop, time;
-
-       intimerefresh = 1;
-       start = Sys_DoubleTime ();
-       for (i = 0;i < 128;i++)
-       {
-               r_refdef.viewangles[0] = 0;
-               r_refdef.viewangles[1] = i/128.0*360.0;
-               r_refdef.viewangles[2] = 0;
-               CL_UpdateScreen();
-       }
-
-       stop = Sys_DoubleTime ();
-       intimerefresh = 0;
-       time = stop-start;
-       Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
-}
-
 vec3_t fogcolor;
 vec_t fogdensity;
 float fog_density, fog_red, fog_green, fog_blue;
 qboolean fogenabled;
 qboolean oldgl_fogenable;
-void R_SetupFog(void)
+void R_UpdateFog(void)
 {
        if (gamemode == GAME_NEHAHRA)
        {
@@ -203,28 +220,167 @@ void FOG_registercvars(void)
        }
 }
 
+static void R_BuildBlankTextures(void)
+{
+       qbyte data[4];
+       data[0] = 128; // normal X
+       data[1] = 128; // normal Y
+       data[2] = 255; // normal Z
+       data[3] = 128; // height
+       r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 255;
+       data[1] = 255;
+       data[2] = 255;
+       data[3] = 255;
+       r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+       data[0] = 0;
+       data[1] = 0;
+       data[2] = 0;
+       data[3] = 255;
+       r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+}
+
+static void R_BuildNoTexture(void)
+{
+       int x, y;
+       qbyte pix[16][16][4];
+       // this makes a light grey/dark grey checkerboard texture
+       for (y = 0;y < 16;y++)
+       {
+               for (x = 0;x < 16;x++)
+               {
+                       if ((y < 8) ^ (x < 8))
+                       {
+                               pix[y][x][0] = 128;
+                               pix[y][x][1] = 128;
+                               pix[y][x][2] = 128;
+                               pix[y][x][3] = 255;
+                       }
+                       else
+                       {
+                               pix[y][x][0] = 64;
+                               pix[y][x][1] = 64;
+                               pix[y][x][2] = 64;
+                               pix[y][x][3] = 255;
+                       }
+               }
+       }
+       r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+}
+
+static void R_BuildWhiteCube(void)
+{
+       qbyte data[6*1*1*4];
+       data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+       data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+       data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+       data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+       data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+       data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+static void R_BuildNormalizationCube(void)
+{
+       int x, y, side;
+       vec3_t v;
+       vec_t s, t, intensity;
+#define NORMSIZE 64
+       qbyte data[6][NORMSIZE][NORMSIZE][4];
+       for (side = 0;side < 6;side++)
+       {
+               for (y = 0;y < NORMSIZE;y++)
+               {
+                       for (x = 0;x < NORMSIZE;x++)
+                       {
+                               s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               switch(side)
+                               {
+                               default:
+                               case 0:
+                                       v[0] = 1;
+                                       v[1] = -t;
+                                       v[2] = -s;
+                                       break;
+                               case 1:
+                                       v[0] = -1;
+                                       v[1] = -t;
+                                       v[2] = s;
+                                       break;
+                               case 2:
+                                       v[0] = s;
+                                       v[1] = 1;
+                                       v[2] = t;
+                                       break;
+                               case 3:
+                                       v[0] = s;
+                                       v[1] = -1;
+                                       v[2] = -t;
+                                       break;
+                               case 4:
+                                       v[0] = s;
+                                       v[1] = -t;
+                                       v[2] = 1;
+                                       break;
+                               case 5:
+                                       v[0] = -s;
+                                       v[1] = -t;
+                                       v[2] = -1;
+                                       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][3] = 255;
+                       }
+               }
+       }
+       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
 void gl_main_start(void)
 {
+       r_main_texturepool = R_AllocTexturePool();
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
+       R_BuildBlankTextures();
+       R_BuildNoTexture();
+       if (gl_texturecubemap)
+       {
+               R_BuildWhiteCube();
+               R_BuildNormalizationCube();
+       }
 }
 
 void gl_main_shutdown(void)
 {
+       R_FreeTexturePool(&r_main_texturepool);
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
+       r_texture_blanknormalmap = NULL;
+       r_texture_white = NULL;
+       r_texture_black = NULL;
+       r_texture_whitecube = NULL;
+       r_texture_normalizationcube = NULL;
 }
 
 extern void CL_ParseEntityLump(char *entitystring);
 void gl_main_newmap(void)
 {
+       // FIXME: move this code to client
        int l;
        char *entities, entname[MAX_QPATH];
        r_framecount = 1;
        if (cl.worldmodel)
        {
-               strcpy(entname, cl.worldmodel->name);
-               l = strlen(entname) - 4;
+               strlcpy(entname, cl.worldmodel->name, sizeof(entname));
+               l = (int)strlen(entname) - 4;
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
                        strcpy(entname + l, ".ent");
-                       if ((entities = FS_LoadFile(entname, true)))
+                       if ((entities = (char *)FS_LoadFile(entname, tempmempool, true)))
                        {
                                CL_ParseEntityLump(entities);
                                Mem_Free(entities);
@@ -241,48 +397,43 @@ void GL_Main_Init(void)
        Matrix4x4_CreateIdentity(&r_identitymatrix);
 // FIXME: move this to client?
        FOG_registercvars();
-       Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
-       Cvar_RegisterVariable (&r_drawentities);
-       Cvar_RegisterVariable (&r_drawviewmodel);
-       Cvar_RegisterVariable (&r_shadows);
-       Cvar_RegisterVariable (&r_shadow_staticworldlights);
-       Cvar_RegisterVariable (&r_speeds);
-       Cvar_RegisterVariable (&r_fullbrights);
-       Cvar_RegisterVariable (&r_wateralpha);
-       Cvar_RegisterVariable (&r_dynamic);
-       Cvar_RegisterVariable (&r_fullbright);
-       Cvar_RegisterVariable (&r_textureunits);
-       Cvar_RegisterVariable (&r_shadow_cull);
-       Cvar_RegisterVariable (&r_lerpsprites);
-       Cvar_RegisterVariable (&r_lerpmodels);
-       Cvar_RegisterVariable (&r_waterscroll);
-       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
+       Cvar_RegisterVariable(&r_showtris);
+       Cvar_RegisterVariable(&r_drawentities);
+       Cvar_RegisterVariable(&r_drawviewmodel);
+       Cvar_RegisterVariable(&r_speeds);
+       Cvar_RegisterVariable(&r_fullbrights);
+       Cvar_RegisterVariable(&r_wateralpha);
+       Cvar_RegisterVariable(&r_dynamic);
+       Cvar_RegisterVariable(&r_fullbright);
+       Cvar_RegisterVariable(&r_textureunits);
+       Cvar_RegisterVariable(&r_lerpsprites);
+       Cvar_RegisterVariable(&r_lerpmodels);
+       Cvar_RegisterVariable(&r_waterscroll);
+       Cvar_RegisterVariable(&r_drawcollisionbrushes);
+       Cvar_RegisterVariable(&r_bloom);
+       Cvar_RegisterVariable(&r_bloom_intensity);
+       Cvar_RegisterVariable(&r_bloom_blur);
+       Cvar_RegisterVariable(&r_bloom_resolution);
+       Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
+       Cvar_RegisterVariable(&developer_texturelogging);
+       Cvar_RegisterVariable(&gl_lightmaps);
+       Cvar_RegisterVariable(&r_test);
+       if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
 }
 
-vec3_t r_farclip_origin;
-vec3_t r_farclip_direction;
-vec_t r_farclip_directiondist;
-vec_t r_farclip_meshfarclip;
-int r_farclip_directionbit0;
-int r_farclip_directionbit1;
-int r_farclip_directionbit2;
-
-// start a farclip measuring session
-void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
-{
-       VectorCopy(origin, r_farclip_origin);
-       VectorCopy(direction, r_farclip_direction);
-       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
-       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
-       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
-       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
-       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
-}
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
 
 // enlarge farclip to accomodate box
-void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
 {
        float d;
        d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
@@ -293,47 +444,59 @@ void R_FarClip_Box(vec3_t mins, vec3_t maxs)
 }
 
 // return farclip value
-float R_FarClip_Finish(void)
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
 {
+       int i;
+
+       VectorCopy(origin, r_farclip_origin);
+       VectorCopy(direction, r_farclip_direction);
+       r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+       r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+       r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+       r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+       r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+
+       if (r_refdef.worldmodel)
+               R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
+       for (i = 0;i < r_refdef.numentities;i++)
+               R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
+
        return r_farclip_meshfarclip - r_farclip_directiondist;
 }
 
 extern void R_Textures_Init(void);
-extern void Mod_RenderInit(void);
 extern void GL_Draw_Init(void);
 extern void GL_Main_Init(void);
 extern void R_Shadow_Init(void);
-extern void GL_Models_Init(void);
 extern void R_Sky_Init(void);
 extern void GL_Surf_Init(void);
 extern void R_Crosshairs_Init(void);
 extern void R_Light_Init(void);
 extern void R_Particles_Init(void);
 extern void R_Explosion_Init(void);
-extern void ui_init(void);
 extern void gl_backend_init(void);
 extern void Sbar_Init(void);
 extern void R_LightningBeams_Init(void);
+extern void Mod_RenderInit(void);
 
 void Render_Init(void)
 {
-       R_Textures_Init();
-       Mod_RenderInit();
        gl_backend_init();
+       R_Textures_Init();
        R_MeshQueue_Init();
-       GL_Draw_Init();
        GL_Main_Init();
+       GL_Draw_Init();
        R_Shadow_Init();
-       GL_Models_Init();
        R_Sky_Init();
        GL_Surf_Init();
        R_Crosshairs_Init();
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       ui_init();
+       UI_Init();
        Sbar_Init();
        R_LightningBeams_Init();
+       Mod_RenderInit();
 }
 
 /*
@@ -347,7 +510,11 @@ void GL_Init (void)
        VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+       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);
 }
 
 int R_CullBox(const vec3_t mins, const vec3_t maxs)
@@ -397,166 +564,52 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
        return false;
 }
 
-int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
-{
-       int stackpos, sides;
-       mnode_t *node, *stack[4096];
-       if (cl.worldmodel == NULL)
-               return false;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->brushq1.nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->pvsframe == cl.worldmodel->brushq1.pvsframecount)
-                               return false;
-               }
-               else
-               {
-                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
-                       if (sides & 2 && stackpos < 4096)
-                               stack[stackpos++] = node->children[1];
-                       if (sides & 1 && stackpos < 4096)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
-{
-       int stackpos, sides;
-       mnode_t *node, *stack[4096];
-       if (R_CullBox(mins, maxs))
-               return true;
-       if (cl.worldmodel == NULL)
-               return false;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->brushq1.nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->visframe == r_framecount)
-                               return false;
-               }
-               else
-               {
-                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
-                       if (sides & 2 && stackpos < 4096)
-                               stack[stackpos++] = node->children[1];
-                       if (sides & 1 && stackpos < 4096)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-int R_CullSphere(const vec3_t origin, vec_t radius)
-{
-       return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist
-            || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist
-            || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist
-            || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist);
-}
-
-int PVS_CullSphere(const vec3_t origin, vec_t radius)
-{
-       int stackpos;
-       mnode_t *node, *stack[4096];
-       float dist;
-       if (cl.worldmodel == NULL)
-               return false;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->brushq1.nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->pvsframe == cl.worldmodel->brushq1.pvsframecount)
-                               return false;
-               }
-               else
-               {
-                       dist = PlaneDiff(origin, node->plane);
-                       if (dist <= radius)
-                               stack[stackpos++] = node->children[1];
-                       if (dist >= -radius)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-int VIS_CullSphere(const vec3_t origin, vec_t radius)
-{
-       int stackpos;
-       mnode_t *node, *stack[4096];
-       float dist;
-       if (R_CullSphere(origin, radius))
-               return true;
-       if (cl.worldmodel == NULL)
-               return false;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->brushq1.nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->visframe == r_framecount)
-                               return false;
-               }
-               else
-               {
-                       dist = PlaneDiff(origin, node->plane);
-                       if (dist <= radius)
-                               stack[stackpos++] = node->children[1];
-                       if (dist >= -radius)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
-}
-
-
 //==================================================================================
 
 static void R_MarkEntities (void)
 {
-       int i;
+       int i, renderimask;
        entity_render_t *ent;
 
-       ent = &cl_entities[0].render;
-       Matrix4x4_CreateIdentity(&ent->matrix);
-       Matrix4x4_CreateIdentity(&ent->inversematrix);
-
-       if (cl.worldmodel)
-               R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
-
        if (!r_drawentities.integer)
                return;
 
-       for (i = 0;i < r_refdef.numentities;i++)
+       r_refdef.worldentity->visframe = r_framecount;
+       renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
        {
-               ent = r_refdef.entities[i];
-               Mod_CheckLoaded(ent->model);
-               // some of the renderer still relies on origin...
-               Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
-               // some of the renderer still relies on scale...
-               ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
-               R_LerpAnimation(ent);
-               R_UpdateEntLights(ent);
-               if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
-                && !VIS_CullSphere(ent->origin, (ent->model != NULL ? ent->model->radius : 16) * ent->scale)
-                && !VIS_CullBox(ent->mins, ent->maxs))
+               // worldmodel can check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
+               {
+                       ent = r_refdef.entities[i];
+                       Mod_CheckLoaded(ent->model);
+                       // some of the renderer still relies on origin...
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+                       // some of the renderer still relies on scale...
+                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
+                       {
+                               R_UpdateEntLights(ent);
+                               ent->visframe = r_framecount;
+                       }
+               }
+       }
+       else
+       {
+               // no worldmodel or it can't check visibility
+               for (i = 0;i < r_refdef.numentities;i++)
                {
-                       ent->visframe = r_framecount;
-                       R_FarClip_Box(ent->mins, ent->maxs);
+                       ent = r_refdef.entities[i];
+                       Mod_CheckLoaded(ent->model);
+                       // some of the renderer still relies on origin...
+                       Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+                       // some of the renderer still relies on scale...
+                       ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+                       if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
+                       {
+                               R_UpdateEntLights(ent);
+                               ent->visframe = r_framecount;
+                       }
                }
        }
 }
@@ -583,32 +636,8 @@ int R_DrawBrushModelsSky (void)
        return sky;
 }
 
-/*
-=============
-R_DrawViewModel
-=============
-*/
-/*
-void R_DrawViewModel (void)
-{
-       entity_render_t *ent;
-
-       // FIXME: move these checks to client
-       if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
-               return;
-
-       ent = &cl.viewent.render;
-       Mod_CheckLoaded(ent->model);
-       R_LerpAnimation(ent);
-       Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
-       Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
-       R_UpdateEntLights(ent);
-       ent->model->Draw(ent);
-}
-*/
-
 void R_DrawNoModel(entity_render_t *ent);
-void R_DrawModels ()
+void R_DrawModels(void)
 {
        int i;
        entity_render_t *ent;
@@ -629,636 +658,395 @@ void R_DrawModels ()
        }
 }
 
-void R_DrawFakeShadows (void)
+static void R_SetFrustum(void)
 {
-       int i;
-       entity_render_t *ent;
+       // break apart the view matrix into vectors for various purposes
+       Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+       VectorNegate(r_viewleft, r_viewright);
 
-       ent = &cl_entities[0].render;
-       if (ent->model && ent->model->DrawFakeShadow)
-               ent->model->DrawFakeShadow(ent);
+       // LordHavoc: note to all quake engine coders, the special case for 90
+       // degrees assumed a square view (wrong), so I removed it, Quake2 has it
+       // disabled as well.
 
-       if (!r_drawentities.integer)
-               return;
-       for (i = 0;i < r_refdef.numentities;i++)
-       {
-               ent = r_refdef.entities[i];
-               if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow)
-                       ent->model->DrawFakeShadow(ent);
-       }
-}
+       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+       frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       PlaneClassify(&frustum[0]);
 
-#include "r_shadow.h"
+       // rotate R_VIEWFORWARD left by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
+       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       PlaneClassify(&frustum[1]);
 
-int shadowframecount = 0;
+       // rotate R_VIEWFORWARD up by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
+       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       PlaneClassify(&frustum[2]);
 
-int Light_CullBox(const vec3_t mins, const vec3_t maxs)
-{
-       int stackpos, sides;
-       mnode_t *node, *stack[4096];
-       if (cl.worldmodel == NULL)
-               return false;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->brushq1.nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
-               {
-                       if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
-                               return false;
-               }
-               else
-               {
-                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
-                       if (sides & 2 && stackpos < 4096)
-                               stack[stackpos++] = node->children[1];
-                       if (sides & 1 && stackpos < 4096)
-                               stack[stackpos++] = node->children[0];
-               }
-       }
-       return true;
+       // rotate R_VIEWFORWARD down by FOV_X/2 degrees
+       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
+       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       PlaneClassify(&frustum[3]);
+
+       // nearclip plane
+       VectorCopy(r_viewforward, frustum[4].normal);
+       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+       PlaneClassify(&frustum[4]);
 }
 
-int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
+static void R_BlendView(void)
 {
-       int stackpos, sides;
-       mnode_t *node, *stack[4096];
-       if (R_CullBox(mins, maxs))
-               return true;
-       if (cl.worldmodel == NULL)
-               return false;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->brushq1.nodes;
-       while (stackpos)
+       rmeshstate_t m;
+
+       if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
+               return;
+
+       GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
+       GL_DepthMask(true);
+       GL_DepthTest(false);
+       R_Mesh_Matrix(&r_identitymatrix);
+       // vertex coordinates for a quad that covers the screen exactly
+       varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
+       varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
+       varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
+       varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
+       if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512)
        {
-               node = stack[--stackpos];
-               if (node->contents < 0)
+               int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+               float xoffset, yoffset, r;
+               c_bloom++;
+               // set the (poorly named) screenwidth and screenheight variables to
+               // a power of 2 at least as large as the screen, these will define the
+               // size of the texture to allocate
+               for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+               for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+               // allocate textures as needed
+               if (!r_bloom_texture_screen)
+                       r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+               if (!r_bloom_texture_bloom)
+                       r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+               // set bloomwidth and bloomheight to the bloom resolution that will be
+               // used (often less than the screen resolution for faster rendering)
+               bloomwidth = min(r_view_width, r_bloom_resolution.integer);
+               bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
+               // set up a texcoord array for the full resolution screen image
+               // (we have to keep this around to copy back during final render)
+               varray_texcoord2f[0][0] = 0;
+               varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+               varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+               varray_texcoord2f[0][5] = 0;
+               varray_texcoord2f[0][6] = 0;
+               varray_texcoord2f[0][7] = 0;
+               // set up a texcoord array for the reduced resolution bloom image
+               // (which will be additive blended over the screen image)
+               varray_texcoord2f[1][0] = 0;
+               varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+               varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+               varray_texcoord2f[1][5] = 0;
+               varray_texcoord2f[1][6] = 0;
+               varray_texcoord2f[1][7] = 0;
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+               R_Mesh_State(&m);
+               // copy view into the full resolution screen image texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+               c_bloomcopies++;
+               c_bloomcopypixels += r_view_width * r_view_height;
+               // 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);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1, 1, 1, 1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += bloomwidth * bloomheight;
+               // render multiple times with a multiply blendfunc to raise to a power
+               GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+               for (x = 1;x < r_bloom_power.integer;x++)
                {
-                       if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
-                               return false;
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
                }
-               else
+               // we now have a darkened bloom image in the framebuffer, copy it into
+               // the bloom image texture for more processing
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+               m.pointer_texcoord[0] = varray_texcoord2f[2];
+               R_Mesh_State(&m);
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // blend on at multiple vertical offsets to achieve a vertical blur
+               // TODO: do offset blends using GLSL
+               range = r_bloom_blur.integer * bloomwidth / 320;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
                {
-                       sides = BoxOnPlaneSide(mins, maxs, node->plane);
-                       if (sides & 2 && stackpos < 4096)
-                               stack[stackpos++] = node->children[1];
-                       if (sides & 1 && stackpos < 4096)
-                               stack[stackpos++] = node->children[0];
+                       xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+                       yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
+                       // compute a texcoord array with the specified x and y offset
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_texcoord2f[2][7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
+                       if (r < 0.01f)
+                               continue;
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
                }
-       }
-       return true;
-}
-
-int LightAndVis_CullPointCloud(int numpoints, const float *points)
-{
-       int i;
-       const float *p;
-       int stackpos, sides;
-       mnode_t *node, *stack[4096];
-       //if (R_CullBox(mins, maxs))
-       //      return true;
-       if (cl.worldmodel == NULL)
-               return false;
-       stackpos = 0;
-       stack[stackpos++] = cl.worldmodel->brushq1.nodes;
-       while (stackpos)
-       {
-               node = stack[--stackpos];
-               if (node->contents < 0)
+               // copy the vertically blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // blend the vertically blurred image at multiple offsets horizontally
+               // to finish the blur effect
+               // TODO: do offset blends using GLSL
+               range = r_bloom_blur.integer * bloomwidth / 320;
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               for (x = -range;x <= range;x++)
+               {
+                       xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
+                       yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
+                       // compute a texcoord array with the specified x and y offset
+                       varray_texcoord2f[2][0] = xoffset+0;
+                       varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+                       varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+                       varray_texcoord2f[2][5] = yoffset+0;
+                       varray_texcoord2f[2][6] = xoffset+0;
+                       varray_texcoord2f[2][7] = yoffset+0;
+                       // this r value looks like a 'dot' particle, fading sharply to
+                       // black at the edges
+                       // (probably not realistic but looks good enough)
+                       r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
+                       if (r < 0.01f)
+                               continue;
+                       GL_Color(r, r, r, 1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+               }
+               // copy the blurred bloom view to a texture
+               GL_ActiveTexture(0);
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               c_bloomcopies++;
+               c_bloomcopypixels += bloomwidth * bloomheight;
+               // go back to full view area
+               qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+               // put the original screen image back in place and blend the bloom
+               // texture on it
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               m.tex[0] = R_GetTexture(r_bloom_texture_screen);
+               m.pointer_texcoord[0] = varray_texcoord2f[0];
+#if 0
+               dobloomblend = false;
+#else
+               // do both in one pass if possible
+               if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
-                       if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
-                               return false;
+                       dobloomblend = false;
+                       m.texcombinergb[1] = GL_ADD;
+                       m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[1] = varray_texcoord2f[1];
                }
                else
+                       dobloomblend = true;
+#endif
+               R_Mesh_State(&m);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_Color(1,1,1,1);
+               R_Mesh_Draw(0, 4, 2, polygonelements);
+               c_bloomdraws++;
+               c_bloomdrawpixels += r_view_width * r_view_height;
+               // now blend on the bloom texture if multipass
+               if (dobloomblend)
                {
-                       sides = 0;
-                       for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3)
-                       {
-                               if (DotProduct(p, node->plane->normal) < node->plane->dist)
-                                       sides |= 1;
-                               else
-                                       sides |= 2;
-                       }
-                       if (sides & 2 && stackpos < 4096)
-                               stack[stackpos++] = node->children[1];
-                       if (sides & 1 && stackpos < 4096)
-                               stack[stackpos++] = node->children[0];
+                       memset(&m, 0, sizeof(m));
+                       m.pointer_vertex = varray_vertex3f;
+                       m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
+                       m.pointer_texcoord[0] = varray_texcoord2f[1];
+                       R_Mesh_State(&m);
+                       GL_BlendFunc(GL_ONE, GL_ONE);
+                       GL_Color(1,1,1,1);
+                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       c_bloomdraws++;
+                       c_bloomdrawpixels += r_view_width * r_view_height;
                }
        }
-       return true;
-}
-
-
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked)
-{
-       vec3_t relativelightorigin;
-       #if 0
-       int i;
-       vec3_t temp;
-       float dist, projectdistance;
-       float points[16][3];
-       #endif
-       // rough checks
-       if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL)
-               return;
-       if (r_shadow_cull.integer)
-       {
-               if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
-                || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
-                || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
-                || (lightmarked && Light_CullBox(ent->mins, ent->maxs)))
-                       return;
-       }
-       #if 0
-       if (r_shadow_cull.integer)
+       if (r_refdef.viewblend[3] >= 0.01f)
        {
-               projectdistance = cullradius;
-               // calculate projected bounding box and decide if it is on-screen
-               for (i = 0;i < 8;i++)
-               {
-                       temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
-                       temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
-                       temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
-                       Matrix4x4_Transform(&ent->matrix, temp, points[i]);
-                       VectorSubtract(points[i], lightorigin, temp);
-                       dist = projectdistance / sqrt(DotProduct(temp, temp));
-                       VectorMA(lightorigin, dist, temp, points[i+8]);
-               }
-               if (LightAndVis_CullPointCloud(16, points[0]))
-                       return;
-               /*
-               for (i = 0;i < 8;i++)
-               {
-                       p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
-                       p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
-                       p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
-                       Matrix4x4_Transform(&ent->matrix, p2, p);
-                       VectorSubtract(p, lightorigin, temp);
-                       dist = projectdistance / sqrt(DotProduct(temp, temp));
-                       VectorMA(p, dist, temp, p2);
-                       if (i)
-                       {
-                               if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0];
-                               if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1];
-                               if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2];
-                       }
-                       else
-                       {
-                               VectorCopy(p, mins);
-                               VectorCopy(p, maxs);
-                       }
-                       if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
-                       if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
-                       if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
-               }
-               if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0]
-                || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1]
-                || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2]
-                || LightAndVis_CullBox(mins, maxs))
-                       return;
-               */
+               // apply a color tint to the whole view
+               memset(&m, 0, sizeof(m));
+               m.pointer_vertex = varray_vertex3f;
+               R_Mesh_State(&m);
+               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);
        }
-       #endif
-       Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
-       ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
 }
 
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
+void R_RenderScene(void);
 
-extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
-void R_ShadowVolumeLighting (int visiblevolumes)
+matrix4x4_t r_waterscrollmatrix;
+
+/*
+================
+R_RenderView
+================
+*/
+void R_RenderView(void)
 {
-       int i;
-       entity_render_t *ent;
-       int lnum;
-       float f, lightradius, cullradius;
-       vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
-       worldlight_t *wl;
-       rdlight_t *rd;
-       rmeshstate_t m;
-       mleaf_t *leaf;
-       matrix4x4_t matrix;
-       matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
-       matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
+       if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
+               return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       if (visiblevolumes)
-       {
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State_Texture(&m);
+       r_view_width = bound(0, r_refdef.width, vid.width);
+       r_view_height = bound(0, r_refdef.height, vid.height);
+       r_view_depth = 1;
+       r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
+       r_view_z = 0;
+       r_view_fov_x = bound(1, r_refdef.fov_x, 170);
+       r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+       r_view_matrix = r_refdef.viewentitymatrix;
+       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       r_rtworld = r_shadow_realtime_world.integer;
+       r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+       r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
+       r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+       r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+
+       // 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);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       R_ClearScreen();
+       R_Textures_Frame();
+       R_UpdateFog();
+       R_UpdateLights();
+       R_TimeReport("setup");
 
-               GL_BlendFunc(GL_ONE, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
-       }
-       else
-               R_Shadow_Stage_Begin();
-       shadowframecount++;
-       if (r_shadow_realtime_world.integer)
-       {
-               R_Shadow_LoadWorldLightsIfNeeded();
-               for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
-               {
-                       if (d_lightstylevalue[wl->style] <= 0)
-                               continue;
-                       if (R_CullBox(wl->mins, wl->maxs))
-                       //if (R_CullSphere(wl->origin, cullradius))
-                               continue;
-                       //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
-                       //      continue;
-                       //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
-                       //      continue;
-                       if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
-                               continue;
+       qglDepthFunc(GL_LEQUAL);
+       qglPolygonOffset(0, 0);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
 
-                       cullradius = wl->cullradius;
-                       lightradius = wl->lightradius;
+       R_RenderScene();
 
-                       if (cl.worldmodel != NULL)
-                       {
-                               for (i = 0;i < wl->numleafs;i++)
-                                       if (wl->leafs[i]->visframe == r_framecount)
-                                               break;
-                               if (i == wl->numleafs)
-                                       continue;
-                               leaf = wl->leafs[i++];
-                               VectorCopy(leaf->mins, clipmins);
-                               VectorCopy(leaf->maxs, clipmaxs);
-                               for (;i < wl->numleafs;i++)
-                               {
-                                       leaf = wl->leafs[i];
-                                       if (leaf->visframe == r_framecount)
-                                       {
-                                               if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
-                                               if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
-                                               if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
-                                               if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
-                                               if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
-                                               if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
-                                       }
-                               }
-                               if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
-                               if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
-                               if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
-                               if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
-                               if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
-                               if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
-                       }
-                       else
-                       {
-                               VectorCopy(wl->mins, clipmins);
-                               VectorCopy(wl->maxs, clipmaxs);
-                       }
-
-                       //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
-                       if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
-                               continue;
-
-                       // mark the leafs we care about so only things in those leafs will matter
-                       if (cl.worldmodel != NULL)
-                               for (i = 0;i < wl->numleafs;i++)
-                                       wl->leafs[i]->worldnodeframe = shadowframecount;
-
-                       f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
-                       VectorScale(wl->light, f, lightcolor);
-                       if (wl->selected)
-                       {
-                               f = 2 + sin(realtime * M_PI * 4.0);
-                               VectorScale(lightcolor, f, lightcolor);
-                       }
-
-                       if (wl->castshadows && (gl_stencil || visiblevolumes))
-                       {
-                               if (!visiblevolumes)
-                                       R_Shadow_Stage_ShadowVolumes();
-                               ent = &cl_entities[0].render;
-                               if (wl->shadowvolume && r_shadow_staticworldlights.integer)
-                                       R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
-                               else
-                                       R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
-                               if (r_drawentities.integer)
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                               R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
-                       }
-
-                       if (!visiblevolumes)
-                       {
-                               if (wl->castshadows && gl_stencil)
-                                       R_Shadow_Stage_LightWithShadows();
-                               else
-                                       R_Shadow_Stage_LightWithoutShadows();
-
-                               // calculate world to filter matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
-                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                               // calculate world to attenuationxyz/xy matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                               // calculate world to attenuationz matrix
-                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
-                               ent = &cl_entities[0].render;
-                               if (ent->model && ent->model->DrawLight)
-                               {
-                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                       if (wl->numsurfaces)
-                                               R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                                       else
-                                               ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                               }
-                               if (r_drawentities.integer)
-                               {
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                       {
-                                               ent = r_refdef.entities[i];
-                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                                && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
-                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                               {
-                                                       Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
-       {
-               for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
-               {
-                       lightradius = rd->cullradius;
-                       clipmins[0] = rd->origin[0] - lightradius;
-                       clipmins[1] = rd->origin[1] - lightradius;
-                       clipmins[2] = rd->origin[2] - lightradius;
-                       clipmaxs[0] = rd->origin[0] + lightradius;
-                       clipmaxs[1] = rd->origin[1] + lightradius;
-                       clipmaxs[2] = rd->origin[2] + lightradius;
-                       if (VIS_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
-                               continue;
-
-                       cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
-                       VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
-
-                       if (gl_stencil || visiblevolumes)
-                       {
-                               if (!visiblevolumes)
-                                       R_Shadow_Stage_ShadowVolumes();
-                               ent = &cl_entities[0].render;
-                               R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
-                               if (r_drawentities.integer)
-                               {
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                       {
-                                               ent = r_refdef.entities[i];
-                                               if (ent != rd->ent)
-                                                       R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
-                                       }
-                               }
-                       }
-
-                       if (!visiblevolumes)
-                       {
-                               if (gl_stencil)
-                                       R_Shadow_Stage_LightWithShadows();
-                               else
-                                       R_Shadow_Stage_LightWithoutShadows();
-
-                               // calculate world to filter matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
-                               Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
-                               // calculate world to attenuationxyz/xy matrix
-                               Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
-                               Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
-                               // calculate world to attenuationz matrix
-                               matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
-                               matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0  ;matrix.m[1][3] = 0.5;
-                               matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0  ;matrix.m[2][3] = 0.5;
-                               matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0  ;matrix.m[3][3] = 1;
-                               Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
-                               ent = &cl_entities[0].render;
-                               if (ent->model && ent->model->DrawLight)
-                               {
-                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                               }
-                               if (r_drawentities.integer)
-                               {
-                                       for (i = 0;i < r_refdef.numentities;i++)
-                                       {
-                                               ent = r_refdef.entities[i];
-                                               if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
-                                                && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
-                                                && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
-                                               {
-                                                       Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
-                                                       Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
-                                                       Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                                       ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
-                                               }
-                                       }
-                               }
-                       }
-               }
-       }
-
-       if (visiblevolumes)
-               qglEnable(GL_CULL_FACE);
-       else
-               R_Shadow_Stage_End();
-       qglDisable(GL_SCISSOR_TEST);
-}
-
-static void R_SetFrustum (void)
-{
-       // LordHavoc: note to all quake engine coders, the special case for 90
-       // degrees assumed a square view (wrong), so I removed it, Quake2 has it
-       // disabled as well.
+       qglPolygonOffset(0, 0);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
 
-       // rotate VPN right by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
-       frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
-       PlaneClassify(&frustum[0]);
-
-       // rotate VPN left by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
-       frustum[1].dist = DotProduct (r_origin, frustum[1].normal);
-       PlaneClassify(&frustum[1]);
-
-       // rotate VPN up by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
-       frustum[2].dist = DotProduct (r_origin, frustum[2].normal);
-       PlaneClassify(&frustum[2]);
+       R_BlendView();
+       R_TimeReport("blendview");
 
-       // rotate VPN down by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
-       frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
-       PlaneClassify(&frustum[3]);
+       GL_Scissor(0, 0, vid.width, vid.height);
+       GL_ScissorTest(false);
 }
 
-/*
-===============
-R_SetupFrame
-===============
-*/
-static void R_SetupFrame (void)
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
 {
-// don't allow cheats in multiplayer
-       if (cl.maxclients > 1)
-       {
-               if (r_fullbright.integer != 0)
-                       Cvar_Set ("r_fullbright", "0");
-               if (r_ambient.value != 0)
-                       Cvar_Set ("r_ambient", "0");
-       }
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
        r_framecount++;
 
-// build the transformation matrix for the given view angles
-       VectorCopy (r_refdef.vieworg, r_origin);
-
-       AngleVectors (r_refdef.viewangles, vpn, vright, vup);
-
-       R_AnimateLight ();
-}
-
-
-static void R_BlendView(void)
-{
-       rmeshstate_t m;
-       float r;
-       float vertex3f[3*3];
-
-       if (r_refdef.viewblend[3] < 0.01f)
-               return;
-
-       R_Mesh_Matrix(&r_identitymatrix);
-
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
-
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       GL_DepthMask(true);
-       GL_DepthTest(false); // magic
-       GL_VertexPointer(vertex3f);
-       GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-       r = 64000;
-       vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
-       vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
-       vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
-       vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3;
-       vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3;
-       vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3;
-       vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r;
-       vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r;
-       vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r;
-       R_Mesh_Draw(3, 1, polygonelements);
-}
+       R_MeshQueue_BeginScene();
 
-/*
-================
-R_RenderView
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
 
-r_refdef must be set before the first call
-================
-*/
-extern void R_DrawLightningBeams (void);
-void R_RenderView (void)
-{
-       entity_render_t *world;
-       if (!r_refdef.entities/* || !cl.worldmodel*/)
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
+       R_SetFrustum();
 
-       if (r_shadow_realtime_world.integer)
-       {
-               if (!gl_stencil)
-               {
-                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime_world, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
-                       Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
-               }
-       }
+       r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+       if (r_rtworldshadows || r_rtdlightshadows)
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+       else
+               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
 
-       world = &cl_entities[0].render;
+       GL_SetupView_Orientation_FromEntity(&r_view_matrix);
 
-       // FIXME: move to client
-       R_MoveExplosions();
-       R_TimeReport("mexplosion");
+       Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
 
-       R_Textures_Frame();
-       R_SetupFrame();
-       R_SetFrustum();
-       R_SetupFog();
        R_SkyStartFrame();
-       R_BuildLightList();
-       R_TimeReport("setup");
 
-       R_WorldVisibility(world);
+       R_WorldVisibility();
        R_TimeReport("worldvis");
 
-       R_FarClip_Start(r_origin, vpn, 768.0f);
        R_MarkEntities();
-       r_farclip = R_FarClip_Finish() + 256.0f;
        R_TimeReport("markentity");
 
-       GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
-       if (r_shadow_realtime_world.integer || gl_stencil)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
-       else
-               GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
-       GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
-       qglDepthFunc(GL_LEQUAL);
+       R_Shadow_UpdateWorldLightSelection();
 
-       R_Mesh_Start();
-       R_MeshQueue_BeginScene();
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       R_Shadow_UpdateWorldLightSelection();
+       GL_ShowTrisColor(0.025, 0.025, 0, 1);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
+       {
+               r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
+               R_TimeReport("worldsky");
+       }
 
        if (R_DrawBrushModelsSky())
                R_TimeReport("bmodelsky");
 
-       // must occur early because it can draw sky
-       R_DrawWorld(world);
-       R_TimeReport("world");
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+       if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+       {
+               r_refdef.worldmodel->Draw(r_refdef.worldentity);
+               R_TimeReport("world");
+       }
 
        // don't let sound skip if going slow
-       if (!intimerefresh && !r_speeds.integer)
+       if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       R_DrawModels(r_shadow_realtime_world.integer);
+       GL_ShowTrisColor(0, 0.015, 0, 1);
+
+       R_DrawModels();
        R_TimeReport("models");
 
-       if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer)
-       {
-               R_DrawFakeShadows();
-               R_TimeReport("fakeshadow");
-       }
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 
-       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
-       {
-               R_ShadowVolumeLighting(false);
-               R_TimeReport("dynlight");
-       }
+       GL_ShowTrisColor(0, 0, 0.033, 1);
+       R_ShadowVolumeLighting(false);
+       R_TimeReport("rtlights");
+
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
+
+       GL_ShowTrisColor(0.1, 0, 0, 1);
 
        R_DrawLightningBeams();
        R_TimeReport("lightning");
@@ -1278,20 +1066,20 @@ void R_RenderView (void)
        R_DrawWorldCrosshair();
        R_TimeReport("crosshair");
 
-       R_BlendView();
-       R_TimeReport("blendview");
-
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
 
-       if (r_shadow_visiblevolumes.integer)
+       if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
        {
                R_ShadowVolumeLighting(true);
-               R_TimeReport("shadowvolume");
+               R_TimeReport("visiblevolume");
        }
 
-       R_Mesh_Finish();
-       R_TimeReport("meshfinish");
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
+       // don't let sound skip if going slow
+       if (r_refdef.extraupdate)
+               S_ExtraUpdate ();
 }
 
 /*
@@ -1305,10 +1093,6 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        GL_DepthTest(true);
        R_Mesh_Matrix(&r_identitymatrix);
 
-       memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
-
-       R_Mesh_GetSpace(8);
        vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
        vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
@@ -1317,21 +1101,23 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
        vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
        vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
-       GL_ColorPointer(color);
-       R_FillColors(color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+       R_FillColors(color, 8, cr, cg, cb, ca);
        if (fogenabled)
        {
                for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
                {
-                       VectorSubtract(v, r_origin, diff);
+                       VectorSubtract(v, r_vieworigin, diff);
                        f2 = exp(fogdensity/DotProduct(diff, diff));
                        f1 = 1 - f2;
-                       f2 *= r_colorscale;
                        c[0] = c[0] * f1 + fogcolor[0] * f2;
                        c[1] = c[1] * f1 + fogcolor[1] * f2;
                        c[2] = c[2] * f1 + fogcolor[2] * f2;
                }
        }
+       memset(&m, 0, sizeof(m));
+       m.pointer_vertex = vertex3f;
+       m.pointer_color = color;
+       R_Mesh_State(&m);
        R_Mesh_Draw(8, 12);
 }
 */
@@ -1370,7 +1156,7 @@ float nomodelcolor4f[6*4] =
 
 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
 {
-       const entity_render_t *ent = calldata1;
+       const entity_render_t *ent = (entity_render_t *)calldata1;
        int i;
        float f1, f2, *c, diff[3];
        float color4f[6*4];
@@ -1378,7 +1164,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        R_Mesh_Matrix(&ent->matrix);
 
        memset(&m, 0, sizeof(m));
-       R_Mesh_State_Texture(&m);
+       m.pointer_vertex = nomodelvertex3f;
 
        if (ent->flags & EF_ADDITIVE)
        {
@@ -1395,44 +1181,39 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
        }
-       GL_DepthTest(true);
-       GL_VertexPointer(nomodelvertex3f);
+       GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
        if (fogenabled)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               GL_ColorPointer(color4f);
-               VectorSubtract(ent->origin, r_origin, diff);
+               m.pointer_color = color4f;
+               VectorSubtract(ent->origin, r_vieworigin, diff);
                f2 = exp(fogdensity/DotProduct(diff, diff));
                f1 = 1 - f2;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
-                       c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
-                       c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
-                       c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
+                       c[0] = (c[0] * f1 + fogcolor[0] * f2);
+                       c[1] = (c[1] * f1 + fogcolor[1] * f2);
+                       c[2] = (c[2] * f1 + fogcolor[2] * f2);
                        c[3] *= ent->alpha;
                }
        }
-       else if (r_colorscale != 1 || ent->alpha != 1)
+       else if (ent->alpha != 1)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               GL_ColorPointer(color4f);
+               m.pointer_color = color4f;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
-               {
-                       c[0] *= r_colorscale;
-                       c[1] *= r_colorscale;
-                       c[2] *= r_colorscale;
                        c[3] *= ent->alpha;
-               }
        }
        else
-               GL_ColorPointer(nomodelcolor4f);
-       R_Mesh_Draw(6, 8, nomodelelements);
+               m.pointer_color = nomodelcolor4f;
+       R_Mesh_State(&m);
+       R_Mesh_Draw(0, 6, 8, nomodelelements);
 }
 
 void R_DrawNoModel(entity_render_t *ent)
 {
        //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
@@ -1442,17 +1223,16 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo
        vec3_t right1, right2, diff, normal;
 
        VectorSubtract (org2, org1, normal);
-       VectorNormalizeFast (normal);
 
        // calculate 'right' vector for start
-       VectorSubtract (r_origin, org1, diff);
-       VectorNormalizeFast (diff);
+       VectorSubtract (r_vieworigin, org1, diff);
        CrossProduct (normal, diff, right1);
+       VectorNormalize (right1);
 
        // calculate 'right' vector for end
-       VectorSubtract (r_origin, org2, diff);
-       VectorNormalizeFast (diff);
+       VectorSubtract (r_vieworigin, org2, diff);
        CrossProduct (normal, diff, right2);
+       VectorNormalize (right2);
 
        vert[ 0] = org1[0] + width * right1[0];
        vert[ 1] = org1[1] + width * right1[1];
@@ -1477,22 +1257,15 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth
 
        if (fogenabled)
        {
-               VectorSubtract(origin, r_origin, diff);
+               VectorSubtract(origin, r_vieworigin, diff);
                ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
        }
 
        R_Mesh_Matrix(&r_identitymatrix);
-       GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
-       GL_VertexPointer(varray_vertex3f);
        GL_BlendFunc(blendfunc1, blendfunc2);
        GL_DepthMask(false);
        GL_DepthTest(!depthdisable);
 
-       memset(&m, 0, sizeof(m));
-       m.tex[0] = R_GetTexture(texture);
-       m.pointer_texcoord[0] = spritetexcoord2f;
-       R_Mesh_State_Texture(&m);
-
        varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
        varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
        varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
@@ -1505,6 +1278,879 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth
        varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
        varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
        varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
-       R_Mesh_Draw(4, 2, polygonelements);
+
+       memset(&m, 0, sizeof(m));
+       m.tex[0] = R_GetTexture(texture);
+       m.pointer_texcoord[0] = spritetexcoord2f;
+       m.pointer_vertex = varray_vertex3f;
+       R_Mesh_State(&m);
+       GL_Color(cr, cg, cb, ca);
+       R_Mesh_Draw(0, 4, 2, polygonelements);
+}
+
+int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v)
+{
+       int i;
+       float *vertex3f;
+       for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
+               if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
+                       break;
+       if (i == mesh->numvertices)
+       {
+               if (mesh->numvertices < mesh->maxvertices)
+               {
+                       VectorCopy(v, vertex3f);
+                       mesh->numvertices++;
+               }
+               return mesh->numvertices;
+       }
+       else
+               return i;
+}
+
+void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
+{
+       int i;
+       int *e, element[3];
+       element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3;
+       e = mesh->element3i + mesh->numtriangles * 3;
+       for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
+       {
+               element[2] = R_Mesh_AddVertex3f(mesh, vertex3f);
+               if (mesh->numtriangles < mesh->maxtriangles)
+               {
+                       *e++ = element[0];
+                       *e++ = element[1];
+                       *e++ = element[2];
+                       mesh->numtriangles++;
+               }
+               element[1] = element[2];
+       }
+}
+
+void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
+{
+       int planenum, planenum2;
+       int w;
+       int tempnumpoints;
+       mplane_t *plane, *plane2;
+       float temppoints[2][256*3];
+       for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
+       {
+               w = 0;
+               tempnumpoints = 4;
+               PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0);
+               for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
+               {
+                       if (planenum2 == planenum)
+                               continue;
+                       PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
+                       w = !w;
+               }
+               if (tempnumpoints < 3)
+                       continue;
+               // generate elements forming a triangle fan for this polygon
+               R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]);
+       }
+}
+
+void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
+{
+       texturelayer_t *layer;
+       layer = t->currentlayers + t->currentnumlayers++;
+       layer->type = type;
+       layer->depthmask = depthmask;
+       layer->blendfunc1 = blendfunc1;
+       layer->blendfunc2 = blendfunc2;
+       layer->texture = texture;
+       layer->texmatrix = *matrix;
+       layer->color[0] = r;
+       layer->color[1] = g;
+       layer->color[2] = b;
+       layer->color[3] = a;
+}
+
+void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
+{
+       // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+       //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+       float currentalpha;
+
+       {
+               texture_t *texture = t;
+               model_t *model = ent->model;
+               int s = ent->skinnum;
+               if ((unsigned int)s >= (unsigned int)model->numskins)
+                       s = 0;
+               if (s >= 1)
+                       c_models++;
+               if (model->skinscenes)
+               {
+                       if (model->skinscenes[s].framecount > 1)
+                               s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+                       else
+                               s = model->skinscenes[s].firstframe;
+               }
+               if (s > 0)
+                       t = t + s * model->num_surfaces;
+               if (t->animated)
+                       t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+               texture->currentframe = t;
+       }
+
+       t->currentmaterialflags = t->basematerialflags;
+       currentalpha = ent->alpha;
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+               currentalpha *= r_wateralpha.value;
+       if (!(ent->flags & RENDER_LIGHT))
+               t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+       if (ent->effects & EF_ADDITIVE)
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
+       else if (currentalpha < 1)
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+       if (ent->effects & EF_NODEPTHTEST)
+               t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
+       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+               t->currenttexmatrix = r_waterscrollmatrix;
+       else
+               t->currenttexmatrix = r_identitymatrix;
+       t->currentnumlayers = 0;
+       if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+       {
+               if (gl_lightmaps.integer)
+                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
+               else if (t->currentmaterialflags & MATERIALFLAG_SKY)
+               {
+                       // transparent sky would be ridiculous
+                       if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
+               }
+               else
+               {
+                       int blendfunc1, blendfunc2, depthmask;
+                       if (t->currentmaterialflags & MATERIALFLAG_ADD)
+                       {
+                               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
+                       {
+                               blendfunc1 = GL_ONE;
+                               blendfunc2 = GL_ZERO;
+                               depthmask = true;
+                       }
+                       if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+                       {
+                               rtexture_t *currentbasetexture;
+                               int layerflags = 0;
+                               if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+                               currentbasetexture = (ent->colormap < 0 && t->skin.merged) ? t->skin.merged : t->skin.base;
+                               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+                               {
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], currentalpha);
+                                       if (ent->colormap >= 0 && t->skin.pants)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2], currentalpha);
+                                       if (ent->colormap >= 0 && t->skin.shirt)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2], currentalpha);
+                               }
+                               else
+                               {
+                                       float colorscale;
+                                       colorscale = 2;
+                                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                                       // would normally be baked into the lightmaptexture must be
+                                       // applied to the color
+                                       if (ent->model->type == mod_brushq3)
+                                               colorscale *= d_lightstylevalue[0] * (1.0f / 256.0f);
+                                       // transparent and fullbright are not affected by r_lightmapintensity
+                                       if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                               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, 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, 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, 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), currentalpha);
+                                       if (ent->colormap >= 0 && 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] * colorscale, ent->colormap_pantscolor[1] * colorscale, ent->colormap_pantscolor[2] * colorscale, 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] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+                                       }
+                                       if (ent->colormap >= 0 && 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] * colorscale, ent->colormap_shirtcolor[1] * colorscale, ent->colormap_shirtcolor[2] * colorscale, 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] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+                                       }
+                               }
+                               if (t->skin.glow != NULL)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, currentalpha);
+                               if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+                               {
+                                       // if this is opaque use alpha blend which will darken the earlier
+                                       // passes cheaply.
+                                       //
+                                       // if this is an alpha blended material, all the earlier passes
+                                       // were darkened by fog already, so we only need to add the fog
+                                       // color ontop through the fog mask texture
+                                       //
+                                       // if this is an additive blended material, all the earlier passes
+                                       // were darkened by fog already, and we should not add fog color
+                                       // (because the background was not darkened, there is no fog color
+                                       // that was lost behind it).
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha);
+                               }
+                       }
+               }
+       }
+}
+
+void R_UpdateAllTextureInfo(entity_render_t *ent)
+{
+       int i;
+       if (ent->model)
+               for (i = 0;i < ent->model->num_textures;i++)
+                       R_UpdateTextureInfo(ent, ent->model->data_textures + i);
+}
+
+float *rsurface_vertex3f;
+float *rsurface_svector3f;
+float *rsurface_tvector3f;
+float *rsurface_normal3f;
+float *rsurface_lightmapcolor4f;
+
+void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+{
+       int i, j;
+       float center[3], forward[3], right[3], up[3], v[4][3];
+       matrix4x4_t matrix1, imatrix1;
+       if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+       {
+               rsurface_vertex3f = varray_vertex3f;
+               rsurface_svector3f = NULL;
+               rsurface_tvector3f = NULL;
+               rsurface_normal3f = NULL;
+               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
+       }
+       else
+       {
+               rsurface_vertex3f = surface->groupmesh->data_vertex3f;
+               rsurface_svector3f = surface->groupmesh->data_svector3f;
+               rsurface_tvector3f = surface->groupmesh->data_tvector3f;
+               rsurface_normal3f = surface->groupmesh->data_normal3f;
+       }
+       if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+       {
+               if (!rsurface_svector3f)
+               {
+                       rsurface_svector3f = varray_svector3f;
+                       rsurface_tvector3f = varray_tvector3f;
+                       rsurface_normal3f = varray_normal3f;
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+               }
+               // a single autosprite surface can contain multiple sprites...
+               VectorClear(forward);
+               VectorClear(right);
+               VectorSet(up, 0, 0, 1);
+               for (j = 0;j < surface->num_vertices - 3;j += 4)
+               {
+                       VectorClear(center);
+                       for (i = 0;i < 4;i++)
+                               VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                       VectorScale(center, 0.25f, center);
+                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+                       Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+                       for (i = 0;i < 4;i++)
+                               Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                       forward[0] = modelorg[0] - center[0];
+                       forward[1] = modelorg[1] - center[1];
+                       VectorNormalize(forward);
+                       right[0] = forward[1];
+                       right[1] = -forward[0];
+                       for (i = 0;i < 4;i++)
+                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+               }
+               rsurface_vertex3f = varray_vertex3f;
+               rsurface_svector3f = NULL;
+               rsurface_tvector3f = NULL;
+               rsurface_normal3f = NULL;
+       }
+       else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
+       {
+               if (!rsurface_svector3f)
+               {
+                       rsurface_svector3f = varray_svector3f;
+                       rsurface_tvector3f = varray_tvector3f;
+                       rsurface_normal3f = varray_normal3f;
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+               }
+               Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
+               Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
+               Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
+               // a single autosprite surface can contain multiple sprites...
+               for (j = 0;j < surface->num_vertices - 3;j += 4)
+               {
+                       VectorClear(center);
+                       for (i = 0;i < 4;i++)
+                               VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                       VectorScale(center, 0.25f, center);
+                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
+                       Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
+                       for (i = 0;i < 4;i++)
+                               Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                       for (i = 0;i < 4;i++)
+                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+               }
+               rsurface_vertex3f = varray_vertex3f;
+               rsurface_svector3f = NULL;
+               rsurface_tvector3f = NULL;
+               rsurface_normal3f = NULL;
+       }
+       R_Mesh_VertexPointer(rsurface_vertex3f);
+}
+
+void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+{
+       int i;
+       float f;
+       float *v, *c, *c2;
+       vec3_t diff;
+       if (lightmode >= 2)
+       {
+               // model lighting
+               vec4_t ambientcolor4f;
+               vec3_t diffusecolor;
+               vec3_t diffusenormal;
+               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
+               {
+                       rsurface_lightmapcolor4f = varray_color4f;
+                       if (rsurface_normal3f == NULL)
+                       {
+                               rsurface_normal3f = varray_normal3f;
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
+                       r = 1;
+                       g = 1;
+                       b = 1;
+                       a = 1;
+                       applycolor = false;
+               }
+               else
+               {
+                       r = ambientcolor4f[0];
+                       g = ambientcolor4f[1];
+                       b = ambientcolor4f[2];
+                       a = ambientcolor4f[3];
+                       rsurface_lightmapcolor4f = NULL;
+               }
+       }
+       else if (lightmode >= 1)
+       {
+               if (surface->lightmapinfo)
+               {
+                       for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       {
+                               const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+                               if (lm)
+                               {
+                                       float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+                                       VectorScale(lm, scale, c);
+                                       if (surface->lightmapinfo->styles[1] != 255)
+                                       {
+                                               int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+                                               lm += size3;
+                                               scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
+                                               if (surface->lightmapinfo->styles[2] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+                                                       VectorMA(c, scale, lm, c);
+                                                       if (surface->lightmapinfo->styles[3] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+                                                               VectorMA(c, scale, lm, c);
+                                                       }
+                                               }
+                                       }
+                               }
+                               else
+                                       VectorClear(c);
+                       }
+                       rsurface_lightmapcolor4f = varray_color4f;
+               }
+               else
+                       rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
+       }
+       else
+               rsurface_lightmapcolor4f = NULL;
+       if (applyfog)
+       {
+               if (rsurface_lightmapcolor4f)
+               {
+                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+                       {
+                               VectorSubtract(v, modelorg, diff);
+                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                               c2[0] = c[0] * f;
+                               c2[1] = c[1] * f;
+                               c2[2] = c[2] * f;
+                               c2[3] = c[3];
+                       }
+               }
+               else
+               {
+                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                       {
+                               VectorSubtract(v, modelorg, diff);
+                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                               c2[0] = f;
+                               c2[1] = f;
+                               c2[2] = f;
+                               c2[3] = 1;
+                       }
+               }
+               rsurface_lightmapcolor4f = varray_color4f;
+       }
+       if (applycolor && rsurface_lightmapcolor4f)
+       {
+               for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+               {
+                       c2[0] = c[0] * r;
+                       c2[1] = c[1] * g;
+                       c2[2] = c[2] * b;
+                       c2[3] = c[3] * a;
+               }
+               rsurface_lightmapcolor4f = varray_color4f;
+       }
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       GL_Color(r, g, b, a);
+}
+
+
+static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+       int texturesurfaceindex;
+       int lightmode;
+       const msurface_t *surface;
+       qboolean applycolor;
+       rmeshstate_t m;
+       if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+               return;
+       c_faces += texturenumsurfaces;
+       // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+       lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglDisable(GL_CULL_FACE);
+       if (texture->currentnumlayers)
+       {
+               int layerindex;
+               texturelayer_t *layer;
+               for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
+               {
+                       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);
+                       }
+                       else
+                       {
+                               layertexrgbscale = 1;
+                               VectorScale(layer->color, 1.0f, layercolor);
+                       }
+                       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;
+                       switch (layer->type)
+                       {
+                       case TEXTURELAYERTYPE_SKY:
+                               if (skyrendernow)
+                               {
+                                       skyrendernow = false;
+                                       if (skyrendermasked)
+                                       {
+                                               R_Sky();
+                                               // restore entity matrix and GL_Color
+                                               R_Mesh_Matrix(&ent->matrix);
+                                               GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                                       }
+                               }
+                               // LordHavoc: HalfLife maps have freaky skypolys...
+                               //if (!ent->model->brush.ishlbsp)
+                               {
+                                       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);
+                                       }
+                                       memset(&m, 0, sizeof(m));
+                                       R_Mesh_State(&m);
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                               GL_LockArrays(0, 0);
+                                       }
+                                       if (skyrendermasked)
+                                               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+                               }
+                               break;
+                       case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
+                               memset(&m, 0, sizeof(m));
+                               m.tex[1] = R_GetTexture(layer->texture);
+                               m.texmatrix[1] = layer->texmatrix;
+                               m.texrgbscale[1] = layertexrgbscale;
+                               m.pointer_color = varray_color4f;
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       if (lightmode == 2)
+                                       {
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       }
+                                       else if (surface->lightmaptexture)
+                                       {
+                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       }
+                                       else
+                                       {
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       }
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
+                               }
+                               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 = varray_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                       if (lightmode == 2)
+                                       {
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+                                       }
+                                       else if (surface->lightmaptexture)
+                                       {
+                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                               R_Mesh_ColorPointer(NULL);
+                                       }
+                                       else
+                                       {
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false);
+                                       }
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
+                               }
+                               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 = varray_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
+                               }
+                               break;
+                       case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               m.pointer_color = varray_color4f;
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
+                               }
+                               break;
+                       case TEXTURELAYERTYPE_TEXTURE:
+                               memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_color = varray_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
+                               }
+                               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);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       int i;
+                                       float diff[3];
+                                       float f, *v, *c;
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       if (layer->texture)
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       R_Mesh_ColorPointer(varray_color4f);
+                                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                                       {
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = exp(fogdensity/DotProduct(diff, diff));
+                                               c[0] = layercolor[0];
+                                               c[1] = layercolor[1];
+                                               c[2] = layercolor[2];
+                                               c[3] = f * layercolor[3];
+                                       }
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
+                               }
+                               break;
+                       default:
+                               Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
+                       }
+                       // 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)
+                       {
+                               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);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       for (scale = 1;scale < layertexrgbscale;scale <<= 1)
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
+                               }
+                       }
+               }
+       }
+       if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+               qglEnable(GL_CULL_FACE);
+}
+
+static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
+{
+       const entity_render_t *ent = (entity_render_t *)calldata1;
+       const msurface_t *surface = ent->model->data_surfaces + calldata2;
+       vec3_t modelorg;
+       texture_t *texture;
+
+       texture = surface->texture;
+       if (texture->basematerialflags & MATERIALFLAG_SKY)
+               return; // transparent sky is too difficult
+       R_UpdateTextureInfo(ent, texture);
+
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+       R_DrawTextureSurfaceList(ent, texture->currentframe, 1, &surface, modelorg);
+}
+
+void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
+{
+       int texturesurfaceindex;
+       const msurface_t *surface;
+       vec3_t tempcenter, center;
+       if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
+       {
+               // drawing sky transparently would be too difficult
+               if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+               {
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                               Matrix4x4_Transform(&ent->matrix, tempcenter, center);
+                               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
+                       }
+               }
+       }
+       else
+               R_DrawTextureSurfaceList(ent, texture, texturenumsurfaces, texturesurfacelist, modelorg);
+}
+
+extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
+void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
+{
+       int i, j, f, flagsmask;
+       msurface_t *surface, **surfacechain;
+       texture_t *t, *texture;
+       model_t *model = ent->model;
+       vec3_t modelorg;
+       const int maxsurfacelist = 1024;
+       int numsurfacelist = 0;
+       const msurface_t *surfacelist[1024];
+       if (model == NULL)
+               return;
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+       // update light styles
+       if (!skysurfaces && model->brushq1.light_styleupdatechains)
+       {
+               for (i = 0;i < model->brushq1.light_styles;i++)
+               {
+                       if (model->brushq1.light_stylevalue[i] != d_lightstylevalue[model->brushq1.light_style[i]])
+                       {
+                               model->brushq1.light_stylevalue[i] = d_lightstylevalue[model->brushq1.light_style[i]];
+                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+                                       for (;(surface = *surfacechain);surfacechain++)
+                                               surface->cached_dlight = true;
+                       }
+               }
+       }
+
+       R_UpdateAllTextureInfo(ent);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       f = 0;
+       t = NULL;
+       texture = NULL;
+       numsurfacelist = 0;
+       if (ent == r_refdef.worldentity)
+       {
+               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 (numsurfacelist)
+                               {
+                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
+                               }
+                               t = surface->texture;
+                               texture = t->currentframe;
+                               f = texture->currentmaterialflags & flagsmask;
+                       }
+                       if (f && surface->num_triangles)
+                       {
+                               // if lightmap parameters changed, rebuild lightmap texture
+                               if (surface->cached_dlight && surface->lightmapinfo->samples)
+                                       R_BuildLightMap(ent, surface);
+                               // add face to draw list
+                               surfacelist[numsurfacelist++] = surface;
+                               if (numsurfacelist >= maxsurfacelist)
+                               {
+                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
+                               }
+                       }
+               }
+       }
+       else
+       {
+               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               {
+                       if (t != surface->texture)
+                       {
+                               if (numsurfacelist)
+                               {
+                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
+                               }
+                               t = surface->texture;
+                               texture = t->currentframe;
+                               f = texture->currentmaterialflags & flagsmask;
+                       }
+                       if (f && surface->num_triangles)
+                       {
+                               // if lightmap parameters changed, rebuild lightmap texture
+                               if (surface->cached_dlight && surface->lightmapinfo->samples)
+                                       R_BuildLightMap(ent, surface);
+                               // add face to draw list
+                               surfacelist[numsurfacelist++] = surface;
+                               if (numsurfacelist >= maxsurfacelist)
+                               {
+                                       R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+                                       numsurfacelist = 0;
+                               }
+                       }
+               }
+       }
+       if (numsurfacelist)
+               R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
 }