]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
implemented gpu-skinning (vertex shader skeletal animation), can be
[xonotic/darkplaces.git] / gl_rmain.c
index 2eff5f3e4b105f201bd051f3b88bcff6634c66e2..958a341b5a201b60dad5451dc53a2b619301f33d 100644 (file)
@@ -50,8 +50,8 @@ static qboolean r_savedds;
 //
 r_refdef_t r_refdef;
 
-cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
-cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
+cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
+cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
@@ -77,6 +77,8 @@ cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip pla
 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
+cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
+cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
@@ -118,6 +120,7 @@ cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlightin
 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
+cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
@@ -130,6 +133,8 @@ cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0",
 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
+cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
+cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -147,6 +152,7 @@ cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to
 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
 
+cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
@@ -156,6 +162,7 @@ cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_ste
 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
 
+cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
@@ -192,11 +199,13 @@ cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll aro
 
 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
+
 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
+cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
 
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
@@ -213,14 +222,17 @@ cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1",
 
 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
 
-cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
+cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 
+cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
+cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
+
 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
 
-cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
+cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
 
 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
 
@@ -641,18 +653,18 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
        {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
        {"#define USESHADOWMAP2D\n", " shadowmap2d"},
-       {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
-       {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
-       {"#define USESHADOWSAMPLER\n", " shadowsampler"},
-       {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
+       {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
        {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
        {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
        {"#define USEALPHAKILL\n", " alphakill"},
        {"#define USEREFLECTCUBE\n", " reflectcube"},
        {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
        {"#define USEBOUNCEGRID\n", " bouncegrid"},
-       {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
+       {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
        {"#define USETRIPPY\n", " trippy"},
+       {"#define USEDEPTHRGB\n", " depthrgb"},
+       {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
+       {"#define USESKELETAL\n", " skeletal"}
 };
 
 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
@@ -736,7 +748,6 @@ typedef struct r_glsl_permutation_s
        int tex_Texture_Reflection;
        int tex_Texture_ShadowMap2D;
        int tex_Texture_CubeProjection;
-       int tex_Texture_ScreenDepth;
        int tex_Texture_ScreenNormalMap;
        int tex_Texture_ScreenDiffuse;
        int tex_Texture_ScreenSpecular;
@@ -767,7 +778,6 @@ typedef struct r_glsl_permutation_s
        int loc_Texture_Reflection;
        int loc_Texture_ShadowMap2D;
        int loc_Texture_CubeProjection;
-       int loc_Texture_ScreenDepth;
        int loc_Texture_ScreenNormalMap;
        int loc_Texture_ScreenDiffuse;
        int loc_Texture_ScreenSpecular;
@@ -813,6 +823,7 @@ typedef struct r_glsl_permutation_s
        int loc_ShadowMap_Parameters;
        int loc_ShadowMap_TextureScale;
        int loc_SpecularPower;
+       int loc_Skeletal_Transform12;
        int loc_UserVec1;
        int loc_UserVec2;
        int loc_UserVec3;
@@ -849,14 +860,22 @@ enum
        SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5,  ///< postprocess uservec4 is enabled
        SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
        SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7,  ///< LOD for offsetmapping
+       SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
+       SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
+       SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
+       SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
+       SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
 };
-#define SHADERSTATICPARMS_COUNT 8
+#define SHADERSTATICPARMS_COUNT 13
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
 
 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
+
+extern qboolean r_shadow_shadowmapsampler;
+extern int r_shadow_shadowmappcf;
 qboolean R_CompileShader_CheckStaticParms(void)
 {
        static int r_compileshader_staticparms_save[1];
@@ -883,6 +902,18 @@ qboolean R_CompileShader_CheckStaticParms(void)
        }
        if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
+
+       if (r_shadow_shadowmapsampler)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
+       if (r_shadow_shadowmappcf > 1)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
+       else if (r_shadow_shadowmappcf)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
+       if (r_celshading.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
+       if (r_celoutlines.integer)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
+
        return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
 
@@ -891,7 +922,7 @@ qboolean R_CompileShader_CheckStaticParms(void)
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
        else \
                shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
-void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
+static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
 {
        shaderstaticparms_count = 0;
 
@@ -904,6 +935,11 @@ void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
 }
 
 /// information about each possible shader permutation
@@ -977,9 +1013,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -1090,7 +1126,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_Texture_Reflection         = qglGetUniformLocation(p->program, "Texture_Reflection");
                p->loc_Texture_ShadowMap2D        = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
                p->loc_Texture_CubeProjection     = qglGetUniformLocation(p->program, "Texture_CubeProjection");
-               p->loc_Texture_ScreenDepth        = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
                p->loc_Texture_ScreenNormalMap    = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
                p->loc_Texture_ScreenDiffuse      = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
                p->loc_Texture_ScreenSpecular     = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
@@ -1136,6 +1171,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->loc_ShadowMap_Parameters       = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
                p->loc_ShadowMap_TextureScale     = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
                p->loc_SpecularPower              = qglGetUniformLocation(p->program, "SpecularPower");
+               p->loc_Skeletal_Transform12       = qglGetUniformLocation(p->program, "Skeletal_Transform12");
                p->loc_UserVec1                   = qglGetUniformLocation(p->program, "UserVec1");
                p->loc_UserVec2                   = qglGetUniformLocation(p->program, "UserVec2");
                p->loc_UserVec3                   = qglGetUniformLocation(p->program, "UserVec3");
@@ -1178,7 +1214,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                p->tex_Texture_Reflection = -1;
                p->tex_Texture_ShadowMap2D = -1;
                p->tex_Texture_CubeProjection = -1;
-               p->tex_Texture_ScreenDepth = -1;
                p->tex_Texture_ScreenNormalMap = -1;
                p->tex_Texture_ScreenDiffuse = -1;
                p->tex_Texture_ScreenSpecular = -1;
@@ -1209,7 +1244,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                if (p->loc_Texture_Reflection      >= 0) {p->tex_Texture_Reflection       = sampler;qglUniform1i(p->loc_Texture_Reflection      , sampler);sampler++;}
                if (p->loc_Texture_ShadowMap2D     >= 0) {p->tex_Texture_ShadowMap2D      = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D     , sampler);sampler++;}
                if (p->loc_Texture_CubeProjection  >= 0) {p->tex_Texture_CubeProjection   = sampler;qglUniform1i(p->loc_Texture_CubeProjection  , sampler);sampler++;}
-               if (p->loc_Texture_ScreenDepth     >= 0) {p->tex_Texture_ScreenDepth      = sampler;qglUniform1i(p->loc_Texture_ScreenDepth     , sampler);sampler++;}
                if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap  = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
                if (p->loc_Texture_ScreenDiffuse   >= 0) {p->tex_Texture_ScreenDiffuse    = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse   , sampler);sampler++;}
                if (p->loc_Texture_ScreenSpecular  >= 0) {p->tex_Texture_ScreenSpecular   = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular  , sampler);sampler++;}
@@ -1231,7 +1265,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode
                Mem_Free(fragmentstring);
 }
 
-void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
+static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
 {
        r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
        if (r_glsl_permutation != perm)
@@ -1452,13 +1486,14 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
        int psresult = 0;
        char temp[MAX_INPUTLINE];
        const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
+       char vabuf[1024];
        qboolean debugshader = gl_paranoid.integer != 0;
        if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
        if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
        if (!debugshader)
        {
-               vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
-               psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
+               vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
+               psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
        }
        if ((!vsbin && vertstring) || (!psbin && fragstring))
        {
@@ -1508,50 +1543,46 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c
                        {
                                if (debugshader)
                                {
-//                                     vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
-//                                     FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
-                                       FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
-                                       vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
+                                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
+                                       vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
                                }
                                else
                                        vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
                                if (vsbuffer)
                                {
-                                       vsbinsize = vsbuffer->GetBufferSize();
+                                       vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
                                        vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
-                                       memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
-                                       vsbuffer->Release();
+                                       memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
+                                       ID3DXBuffer_Release(vsbuffer);
                                }
                                if (vslog)
                                {
-                                       strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
+                                       strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
                                        Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
-                                       vslog->Release();
+                                       ID3DXBuffer_Release(vslog);
                                }
                        }
                        if (fragstring && fragstring[0])
                        {
                                if (debugshader)
                                {
-//                                     psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
-//                                     FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
-                                       FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
-                                       psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
+                                       FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
+                                       psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
                                }
                                else
                                        psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
                                if (psbuffer)
                                {
-                                       psbinsize = psbuffer->GetBufferSize();
+                                       psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
                                        psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
-                                       memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
-                                       psbuffer->Release();
+                                       memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
+                                       ID3DXBuffer_Release(psbuffer);
                                }
                                if (pslog)
                                {
-                                       strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
+                                       strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
                                        Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
-                                       pslog->Release();
+                                       ID3DXBuffer_Release(pslog);
                                }
                        }
                        Sys_UnloadLibrary(&d3dx9_dll);
@@ -1588,9 +1619,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode
        int vertstrings_count = 0;
        int geomstrings_count = 0;
        int fragstrings_count = 0;
-       const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
-       const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
+       const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
+       const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
 
        if (p->compiled)
                return;
@@ -1777,7 +1808,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio
 }
 #endif
 
-void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
+static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
 {
        DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
        DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
@@ -1849,7 +1880,7 @@ void R_GLSL_Restart_f(void)
        }
 }
 
-void R_GLSL_DumpShader_f(void)
+static void R_GLSL_DumpShader_f(void)
 {
        int i;
        qfile_t *file;
@@ -1962,11 +1993,13 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
        R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
 }
 
-void R_SetupShader_DepthOrShadow(qboolean notrippy)
+void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
 {
        unsigned int permutation = 0;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
+       if (depthrgb)
+               permutation |= SHADERPERMUTATION_DEPTHRGB;
        if (vid.allowalphatocoverage)
                GL_AlphaToCoverage(false);
        switch (vid.renderpath)
@@ -2036,7 +2069,6 @@ void R_SetupShader_ShowDepth(qboolean notrippy)
 }
 
 extern qboolean r_shadow_usingdeferredprepass;
-extern cvar_t r_shadow_deferred_8bitrange;
 extern rtexture_t *r_shadow_attenuationgradienttexture;
 extern rtexture_t *r_shadow_attenuation2dtexture;
 extern rtexture_t *r_shadow_attenuation3dtexture;
@@ -2045,18 +2077,15 @@ extern qboolean r_shadow_usingshadowmaportho;
 extern float r_shadow_shadowmap_texturescale[2];
 extern float r_shadow_shadowmap_parameters[4];
 extern qboolean r_shadow_shadowmapvsdct;
-extern qboolean r_shadow_shadowmapsampler;
-extern int r_shadow_shadowmappcf;
-extern rtexture_t *r_shadow_shadowmap2dtexture;
-extern rtexture_t *r_shadow_shadowmap2dcolortexture;
+extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
+extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
 extern matrix4x4_t r_shadow_shadowmapmatrix;
 extern int r_shadow_shadowmaplod; // changes for each light based on distance
 extern int r_shadow_prepass_width;
 extern int r_shadow_prepass_height;
-extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
+extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
-extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
 
@@ -2120,6 +2149,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        float m16f[16];
        matrix4x4_t tempmatrix;
        r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
+       if (rsurface.entityskeletaltransform3x4)
+               permutation |= SHADERPERMUTATION_SKELETAL;
        if (r_trippy.integer && !notrippy)
                permutation |= SHADERPERMUTATION_TRIPPY;
        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
@@ -2132,6 +2163,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
                {
                        mode = SHADERMODE_WATER;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                               permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                        if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
                        {
                                // this is the right thing to do for wateralpha
@@ -2148,15 +2181,17 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
                {
                        mode = SHADERMODE_REFRACTION;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                               permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                        blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                else
                {
                        mode = SHADERMODE_GENERIC;
-                       permutation |= SHADERPERMUTATION_DIFFUSE;
-                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                       blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
+                       permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                }
                if (vid.allowalphatocoverage)
                        GL_AlphaToCoverage(false);
@@ -2196,6 +2231,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // light source
                mode = SHADERMODE_LIGHTSOURCE;
                if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
@@ -2214,12 +2251,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        if(r_shadow_shadowmapvsdct)
                                permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
@@ -2242,10 +2275,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // unshaded geometry (fullbright or ambient model lighting)
                mode = SHADERMODE_FLATCOLOR;
                ambientscale = diffusescale = specularscale = 0;
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
@@ -2256,12 +2291,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2295,9 +2326,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // directional model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
@@ -2311,12 +2344,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2358,9 +2387,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // ambient model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
@@ -2371,12 +2402,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2418,8 +2445,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
                        permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+                       permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
                // lightmapped wall
-               if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+               if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
@@ -2430,12 +2459,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
                        permutation |= SHADERPERMUTATION_SHADOWMAP2D;
 
-                       if (r_shadow_shadowmapsampler)
-                               permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-                       if (r_shadow_shadowmappcf > 1)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-                       else if (r_shadow_shadowmappcf)
-                               permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+                       if (r_shadow_shadowmap2ddepthbuffer)
+                               permutation |= SHADERPERMUTATION_DEPTHRGB;
                }
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
@@ -2513,7 +2538,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        {
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
-               RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+               RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
                R_SetupShader_SetPermutationHLSL(mode, permutation);
                Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
@@ -2558,8 +2583,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
                                hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -2568,8 +2593,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
                                hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                               hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
@@ -2610,7 +2635,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
-               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
                hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
@@ -2642,13 +2667,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
 //             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
                        if (rsurface.rtlight)
                        {
                                if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
@@ -2667,7 +2691,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        case RENDERPATH_GLES2:
                if (!vid.useinterleavedarrays)
                {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                        R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
                        R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
@@ -2675,10 +2699,13 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
                        R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
+                       R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
+                       R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
                }
                else
                {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                        R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
                }
                R_SetupShader_SetPermutationGLSL(mode, permutation);
@@ -2708,8 +2735,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
                                if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
                                if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
                                if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
                                if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -2718,8 +2745,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
                                if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
                                if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                               if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if (r_glsl_permutation->loc_FogColor >= 0)
@@ -2772,7 +2799,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
-               if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
@@ -2809,13 +2836,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-               if (r_glsl_permutation->tex_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth       , r_shadow_prepassgeometrydepthtexture                );
                if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap   , r_shadow_prepassgeometrynormalmaptexture            );
                if (r_glsl_permutation->tex_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse     , r_shadow_prepasslightingdiffusetexture              );
                if (r_glsl_permutation->tex_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture                         );
+                       if (r_glsl_permutation->tex_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture                           );
                        if (rsurface.rtlight)
                        {
                                if (r_glsl_permutation->tex_Texture_Cube            >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube              , rsurface.rtlight->currentcubemap                    );
@@ -2823,6 +2849,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        }
                }
                if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
+               if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.entityskeletalnumtransforms > 0)
+                       qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.entityskeletalnumtransforms*3, rsurface.entityskeletaltransform3x4);
                CHECKGLERROR
                break;
        case RENDERPATH_GL11:
@@ -2830,7 +2858,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
        case RENDERPATH_GLES1:
                break;
        case RENDERPATH_SOFT:
-               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
                R_SetupShader_SetPermutationSoft(mode, permutation);
                {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
@@ -2858,8 +2886,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
-                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
                        }
@@ -2868,8 +2896,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
                                DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
-                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
-                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
+                               DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
                        }
                        // additive passes are only darkened by fog, not tinted
                        if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
@@ -2919,7 +2947,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
                                max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
                        );
-               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
+               DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
                DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
@@ -2951,13 +2979,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                {
                        if (permutation & SHADERPERMUTATION_REFLECTION        ) R_Mesh_TexBind(GL20TU_REFLECTION        , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
                }
-//             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
 //             if (rsurfacepass == RSURFPASS_DEFERREDLIGHT           ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
                if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP  ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
                if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
                {
-                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
+                       R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
                        if (rsurface.rtlight)
                        {
                                if (permutation & SHADERPERMUTATION_CUBEFILTER        ) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
@@ -2986,7 +3013,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
        matrix4x4_t viewtolight;
        matrix4x4_t lighttoview;
        float viewtolight16f[16];
-       float range = 1.0f / r_shadow_deferred_8bitrange.value;
        // light source
        mode = SHADERMODE_DEFERREDLIGHTSOURCE;
        if (rtlight->currentcubemap != r_texture_whitecube)
@@ -3001,12 +3027,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_shadow_shadowmapvsdct)
                        permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
 
-               if (r_shadow_shadowmapsampler)
-                       permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
-               if (r_shadow_shadowmappcf > 1)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
-               else if (r_shadow_shadowmappcf)
-                       permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
+               if (r_shadow_shadowmap2ddepthbuffer)
+                       permutation |= SHADERPERMUTATION_DEPTHRGB;
        }
        if (vid.allowalphatocoverage)
                GL_AlphaToCoverage(false);
@@ -3021,9 +3043,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                R_SetupShader_SetPermutationHLSL(mode, permutation);
                hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
                hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
-               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+               hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
                hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
@@ -3031,10 +3053,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthcolortexture           );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dcolortexture                    );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
 #endif
                break;
@@ -3049,9 +3070,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                R_SetupShader_SetPermutationGLSL(mode, permutation);
                if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3f(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
                if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
-               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               if (r_glsl_permutation->loc_DeferredColor_Ambient     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+               if (r_glsl_permutation->loc_DeferredColor_Diffuse     >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+               if (r_glsl_permutation->loc_DeferredColor_Specular    >= 0) qglUniform3f(       r_glsl_permutation->loc_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
                if (r_glsl_permutation->loc_ShadowMap_TextureScale    >= 0) qglUniform2f(       r_glsl_permutation->loc_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                if (r_glsl_permutation->loc_ShadowMap_Parameters      >= 0) qglUniform4f(       r_glsl_permutation->loc_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1f(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
@@ -3059,10 +3080,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                if (r_glsl_permutation->loc_PixelToScreenTexCoord     >= 0) qglUniform2f(       r_glsl_permutation->loc_PixelToScreenTexCoord    , 1.0f/vid.width, 1.0f/vid.height);
 
                if (r_glsl_permutation->tex_Texture_Attenuation       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation        , r_shadow_attenuationgradienttexture                 );
-               if (r_glsl_permutation->tex_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth        , r_shadow_prepassgeometrydepthtexture                );
                if (r_glsl_permutation->tex_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap    , r_shadow_prepassgeometrynormalmaptexture            );
                if (r_glsl_permutation->tex_Texture_Cube              >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube               , rsurface.rtlight->currentcubemap                    );
-               if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2dtexture                         );
+               if (r_glsl_permutation->tex_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D        , r_shadow_shadowmap2ddepthtexture                    );
                if (r_glsl_permutation->tex_Texture_CubeProjection    >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection     , r_shadow_shadowmapvsdcttexture                      );
                break;
        case RENDERPATH_GL11:
@@ -3073,9 +3093,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                R_SetupShader_SetPermutationGLSL(mode, permutation);
                DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
                DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1            , 1, false, viewtolight16f);
-               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale  * range, lightcolorbase[1] * ambientscale  * range, lightcolorbase[2] * ambientscale  * range);
-               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale  * range, lightcolorbase[1] * diffusescale  * range, lightcolorbase[2] * diffusescale  * range);
-               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Ambient    , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Diffuse    , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
+               DPSOFTRAST_Uniform3f(       DPSOFTRAST_UNIFORM_DeferredColor_Specular   , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
                DPSOFTRAST_Uniform2f(       DPSOFTRAST_UNIFORM_ShadowMap_TextureScale   , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
                DPSOFTRAST_Uniform4f(       DPSOFTRAST_UNIFORM_ShadowMap_Parameters     , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
                DPSOFTRAST_Uniform1f(       DPSOFTRAST_UNIFORM_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
@@ -3083,10 +3103,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
 
                R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
-               R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
                R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
                R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
+               R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2ddepthtexture                    );
                R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
                break;
        }
@@ -3288,6 +3307,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        int miplevel = R_PicmipForFlags(textureflags);
        int savemiplevel = miplevel;
        int mymiplevel;
+       char vabuf[1024];
 
        if (cls.state == ca_dedicated)
                return NULL;
@@ -3302,7 +3322,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        Image_StripImageExtension(name, basename, sizeof(basename));
 
        // check for DDS texture file first
-       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
+       if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
        {
                basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
                if (basepixels == NULL)
@@ -3336,7 +3356,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                skinframe->hasalpha = ddshasalpha;
                VectorCopy(ddsavgcolor, skinframe->avgcolor);
                if (r_loadfog && skinframe->hasalpha)
-                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
+                       skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
        }
        else
@@ -3365,7 +3385,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                                        pixels[j+2] = 255;
                                        pixels[j+3] = basepixels[j+3];
                                }
-                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
+                               skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
                                Mem_Free(pixels);
                        }
                }
@@ -3373,9 +3393,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
 #ifndef USE_GLES2
                //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
-                       R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
+                       R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
-                       R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
        }
 
@@ -3383,30 +3403,30 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        {
                mymiplevel = savemiplevel;
                if (r_loadnormalmap)
-                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
-               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
+                       skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
+               skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
                if (r_loadgloss)
-                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
-               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
-               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
-               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
+                       skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
+               skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
        }
 
        // _norm is the name used by tenebrae and has been adopted as standard
        if (r_loadnormalmap && skinframe->nmap == NULL)
        {
                mymiplevel = savemiplevel;
-               if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
+               if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
                {
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        pixels = NULL;
                }
-               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
                        Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                        Mem_Free(bumppixels);
                }
@@ -3414,71 +3434,71 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
                {
                        pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
                        Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
-                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
                        Mem_Free(pixels);
                }
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
-                       R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
        }
 
        // _luma is supported only for tenebrae compatibility
        // _glow is the preferred name
        mymiplevel = savemiplevel;
-       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
+       if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow",  skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
        {
-               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
-                       R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
                Mem_Free(pixels);pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
+       if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
-                       R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
+       if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
-                       R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+                       R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
 #endif
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
+       if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
-                       R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+                       R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
 #endif
                Mem_Free(pixels);
                pixels = NULL;
        }
 
        mymiplevel = savemiplevel;
-       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
+       if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
        {
-               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+               skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
 #ifndef USE_GLES2
                if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
-                       R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+                       R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
 #endif
                Mem_Free(pixels);
                pixels = NULL;
@@ -3496,13 +3516,14 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
        int i;
        unsigned char *temp1, *temp2;
        skinframe_t *skinframe;
+       char vabuf[1024];
 
        if (cls.state == ca_dedicated)
                return NULL;
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
 
@@ -3530,7 +3551,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
                temp2 = temp1 + width * height * 4;
                Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
                Mem_Free(temp1);
        }
        skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
@@ -3550,7 +3571,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co
                        memcpy(fogpixels, skindata, width * height * 4);
                        for (i = 0;i < width * height * 4;i += 4)
                                fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
-                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
                        Mem_Free(fogpixels);
                }
        }
@@ -3572,9 +3593,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
-       textureflags &= ~TEXF_FORCE_RELOAD;
+       //textureflags &= ~TEXF_FORCE_RELOAD;
 
        skinframe->stain = NULL;
        skinframe->merged = NULL;
@@ -3623,6 +3644,7 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
        int width;
        int height;
        unsigned char *skindata;
+       char vabuf[1024];
 
        if (!skinframe->qpixels)
                return;
@@ -3654,22 +3676,22 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
                // use either a custom palette or the quake palette
                Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
                Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
-               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+               skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
                Mem_Free(temp1);
        }
 
        if (skinframe->qgenerateglow)
        {
                skinframe->qgenerateglow = false;
-               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
+               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
        }
 
        if (colormapped)
        {
                skinframe->qgeneratebase = false;
-               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
-               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
-               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
+               skinframe->base  = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
+               skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
+               skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
        }
        else
        {
@@ -3688,13 +3710,14 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
 {
        int i;
        skinframe_t *skinframe;
+       char vabuf[1024];
 
        if (cls.state == ca_dedicated)
                return NULL;
 
        // if already loaded just return it, otherwise make a new skinframe
        skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
-       if (skinframe && skinframe->base)
+       if (skinframe->base)
                return skinframe;
        textureflags &= ~TEXF_FORCE_RELOAD;
 
@@ -3729,7 +3752,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co
                        }
                }
                if (r_loadfog && skinframe->hasalpha)
-                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
+                       skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
        }
 
        R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
@@ -3803,7 +3826,7 @@ static suffixinfo_t suffix[3][6] =
 
 static int componentorder[4] = {0, 1, 2, 3};
 
-rtexture_t *R_LoadCubemap(const char *basename)
+static rtexture_t *R_LoadCubemap(const char *basename)
 {
        int i, j, cubemapsize;
        unsigned char *cubemappixels, *image_buffer;
@@ -3885,44 +3908,7 @@ rtexture_t *R_GetCubemap(const char *basename)
        return r_texture_cubemaps[i]->texture;
 }
 
-void R_FreeCubemap(const char *basename)
-{
-       int i;
-
-       for (i = 0;i < r_texture_numcubemaps;i++)
-       {
-               if (r_texture_cubemaps[i] != NULL)
-               {
-                       if (r_texture_cubemaps[i]->texture)
-                       {
-                               if (developer_loading.integer)
-                                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
-                               R_FreeTexture(r_texture_cubemaps[i]->texture);
-                               Mem_Free(r_texture_cubemaps[i]);
-                               r_texture_cubemaps[i] = NULL;
-                       }
-               }
-       }
-}
-
-void R_FreeCubemaps(void)
-{
-       int i;
-       for (i = 0;i < r_texture_numcubemaps;i++)
-       {
-               if (developer_loading.integer)
-                       Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
-               if (r_texture_cubemaps[i] != NULL)
-               {
-                       if (r_texture_cubemaps[i]->texture)
-                               R_FreeTexture(r_texture_cubemaps[i]->texture);
-                       Mem_Free(r_texture_cubemaps[i]);
-               }
-       }
-       r_texture_numcubemaps = 0;
-}
-
-void R_Main_FreeViewCache(void)
+static void R_Main_FreeViewCache(void)
 {
        if (r_refdef.viewcache.entityvisible)
                Mem_Free(r_refdef.viewcache.entityvisible);
@@ -3935,7 +3921,7 @@ void R_Main_FreeViewCache(void)
        memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
 }
 
-void R_Main_ResizeViewCache(void)
+static void R_Main_ResizeViewCache(void)
 {
        int numentities = r_refdef.scene.numentities;
        int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
@@ -3974,7 +3960,7 @@ void R_Main_ResizeViewCache(void)
 }
 
 extern rtexture_t *loadingscreentexture;
-void gl_main_start(void)
+static void gl_main_start(void)
 {
        loadingscreentexture = NULL;
        r_texture_blanknormalmap = NULL;
@@ -4074,7 +4060,7 @@ void gl_main_start(void)
        r_refdef.fogmasktable_density = 0;
 }
 
-void gl_main_shutdown(void)
+static void gl_main_shutdown(void)
 {
        R_AnimCache_Free();
        R_FrameData_Reset();
@@ -4148,8 +4134,7 @@ void gl_main_shutdown(void)
        hlslshaderstring = NULL;
 }
 
-extern void CL_ParseEntityLump(char *entitystring);
-void gl_main_newmap(void)
+static void gl_main_newmap(void)
 {
        // FIXME: move this code to client
        char *entities, entname[MAX_QPATH];
@@ -4216,6 +4201,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_deformvertexes);
        Cvar_RegisterVariable(&r_transparent);
        Cvar_RegisterVariable(&r_transparent_alphatocoverage);
+       Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
+       Cvar_RegisterVariable(&r_transparent_useplanardistance);
        Cvar_RegisterVariable(&r_showoverdraw);
        Cvar_RegisterVariable(&r_showbboxes);
        Cvar_RegisterVariable(&r_showsurfaces);
@@ -4254,6 +4241,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_shadows_throwdirection);
        Cvar_RegisterVariable(&r_shadows_focus);
        Cvar_RegisterVariable(&r_shadows_shadowmapscale);
+       Cvar_RegisterVariable(&r_shadows_shadowmapbias);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
        Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
@@ -4270,6 +4258,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_texture_dds_save);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&gl_combine);
+       Cvar_RegisterVariable(&r_usedepthtextures);
        Cvar_RegisterVariable(&r_viewfbo);
        Cvar_RegisterVariable(&r_viewscale);
        Cvar_RegisterVariable(&r_viewscale_fpsscaling);
@@ -4297,6 +4286,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
        Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
+       Cvar_RegisterVariable(&r_celshading);
+       Cvar_RegisterVariable(&r_celoutlines);
 
        Cvar_RegisterVariable(&r_water);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
@@ -4319,6 +4310,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_colorexponent);
        Cvar_RegisterVariable(&r_bloom_colorsubtract);
+       Cvar_RegisterVariable(&r_bloom_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
        Cvar_RegisterVariable(&r_hdr_irisadaptation);
@@ -4333,6 +4325,9 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
        Cvar_RegisterVariable(&r_test);
+       Cvar_RegisterVariable(&r_batch_multidraw);
+       Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
+       Cvar_RegisterVariable(&r_glsl_skeletal);
        Cvar_RegisterVariable(&r_glsl_saturation);
        Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
        Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
@@ -4342,20 +4337,6 @@ void GL_Main_Init(void)
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
 }
 
-extern void R_Textures_Init(void);
-extern void GL_Draw_Init(void);
-extern void GL_Main_Init(void);
-extern void R_Shadow_Init(void);
-extern void R_Sky_Init(void);
-extern void GL_Surf_Init(void);
-extern void R_Particles_Init(void);
-extern void R_Explosion_Init(void);
-extern void gl_backend_init(void);
-extern void Sbar_Init(void);
-extern void R_LightningBeams_Init(void);
-extern void Mod_RenderInit(void);
-extern void Font_Init(void);
-
 void Render_Init(void)
 {
        gl_backend_init();
@@ -4536,7 +4517,7 @@ void R_FrameData_Reset(void)
        }
 }
 
-void R_FrameData_Resize(void)
+static void R_FrameData_Resize(void)
 {
        size_t wantedsize;
        wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
@@ -4647,10 +4628,11 @@ void R_AnimCache_ClearCache(void)
                ent->animcache_vertexmesh = NULL;
                ent->animcache_vertex3fbuffer = NULL;
                ent->animcache_vertexmeshbuffer = NULL;
+               ent->animcache_skeletaltransform3x4 = NULL;
        }
 }
 
-void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
+static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
 {
        int i;
 
@@ -4683,6 +4665,106 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
 {
        dp_model_t *model = ent->model;
        int numvertices;
+
+       // cache skeletal animation data first (primarily for gpu-skinning)
+       if (!ent->animcache_skeletaltransform3x4 && model->num_bones > 0)
+       {
+               int i;
+               int blends;
+               const skeleton_t *skeleton = ent->skeleton;
+               const frameblend_t *frameblend = ent->frameblend;
+               float *boneposerelative;
+               float m[12];
+               static float bonepose[256][12];
+               ent->animcache_skeletaltransform3x4 = R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
+               boneposerelative = ent->animcache_skeletaltransform3x4;
+               if (skeleton && !skeleton->relativetransforms)
+                       skeleton = NULL;
+               // resolve hierarchy and make relative transforms (deforms) which the shader wants
+               if (skeleton)
+               {
+                       for (i = 0;i < model->num_bones;i++)
+                       {
+                               Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
+                               if (model->data_bones[i].parent >= 0)
+                                       R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+                               else
+                                       memcpy(bonepose[i], m, sizeof(m));
+
+                               // create a relative deformation matrix to describe displacement
+                               // from the base mesh, which is used by the actual weighting
+                               R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+                       }
+               }
+               else
+               {
+                       for (i = 0;i < model->num_bones;i++)
+                       {
+                               const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
+                               float lerp = frameblend[0].lerp,
+                                       tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
+                                       rx = pose7s[3] * lerp,
+                                       ry = pose7s[4] * lerp,
+                                       rz = pose7s[5] * lerp,
+                                       rw = pose7s[6] * lerp,
+                                       dx = tx*rw + ty*rz - tz*ry,
+                                       dy = -tx*rz + ty*rw + tz*rx,
+                                       dz = tx*ry - ty*rx + tz*rw,
+                                       dw = -tx*rx - ty*ry - tz*rz,
+                                       scale, sx, sy, sz, sw;
+                               for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+                               {
+                                       const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
+                                       float lerp = frameblend[blends].lerp,
+                                               tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
+                                               qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
+                                       if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
+                                       qx *= lerp;
+                                       qy *= lerp;
+                                       qz *= lerp;
+                                       qw *= lerp;
+                                       rx += qx;
+                                       ry += qy;
+                                       rz += qz;
+                                       rw += qw;
+                                       dx += tx*qw + ty*qz - tz*qy;
+                                       dy += -tx*qz + ty*qw + tz*qx;
+                                       dz += tx*qy - ty*qx + tz*qw;
+                                       dw += -tx*qx - ty*qy - tz*qz;
+                               }
+                               scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
+                               sx = rx * scale;
+                               sy = ry * scale;
+                               sz = rz * scale;
+                               sw = rw * scale;
+                               m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
+                               m[1] = 2*(sx*ry - sw*rz);
+                               m[2] = 2*(sx*rz + sw*ry);
+                               m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
+                               m[4] = 2*(sx*ry + sw*rz);
+                               m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
+                               m[6] = 2*(sy*rz - sw*rx);
+                               m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
+                               m[8] = 2*(sx*rz - sw*ry);
+                               m[9] = 2*(sy*rz + sw*rx);
+                               m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
+                               m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
+                               if (i == r_skeletal_debugbone.integer)
+                                       m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+                               m[3] *= r_skeletal_debugtranslatex.value;
+                               m[7] *= r_skeletal_debugtranslatey.value;
+                               m[11] *= r_skeletal_debugtranslatez.value;
+                               if (model->data_bones[i].parent >= 0)
+                                       R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
+                               else
+                                       memcpy(bonepose[i], m, sizeof(m));
+                               // create a relative deformation matrix to describe displacement
+                               // from the base mesh, which is used by the actual weighting
+                               R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+                       }
+               }
+       }
+
        // see if it's already cached this frame
        if (ent->animcache_vertex3f)
        {
@@ -4713,6 +4795,24 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool
                // see if this ent is worth caching
                if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
                        return false;
+               // skip entity if the shader backend has a cheaper way
+               if (model->surfmesh.data_skeletalindex4ub && r_glsl_skeletal.integer)
+               {
+                       switch (vid.renderpath)
+                       {
+                       case RENDERPATH_GL20:
+                               return false;
+                       case RENDERPATH_GL11:
+                       case RENDERPATH_GL13:
+                       case RENDERPATH_GLES1:
+                       case RENDERPATH_GLES2:
+                       case RENDERPATH_D3D9:
+                       case RENDERPATH_D3D10:
+                       case RENDERPATH_D3D11:
+                       case RENDERPATH_SOFT:
+                               break;
+                       }
+               }
                // get some memory for this entity and generate mesh data
                numvertices = model->surfmesh.num_vertices;
                ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
@@ -4779,12 +4879,12 @@ static void R_View_UpdateEntityLighting (void)
        {
                ent = r_refdef.scene.entities[i];
 
-               // skip unseen models and models that updated by CSQC
-               if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
+               // skip unseen models
+               if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
                        continue;
 
                // skip bsp models
-               if (ent->model && ent->model->brush.num_leafs)
+               if (ent->model && ent->model == cl.worldmodel)
                {
                        // TODO: use modellight for r_ambient settings on world?
                        VectorSet(ent->modellight_ambient, 0, 0, 0);
@@ -4792,74 +4892,83 @@ static void R_View_UpdateEntityLighting (void)
                        VectorSet(ent->modellight_lightdir, 0, 0, 1);
                        continue;
                }
-
-               // fetch the lighting from the worldmodel data
-               VectorClear(ent->modellight_ambient);
-               VectorClear(ent->modellight_diffuse);
-               VectorClear(tempdiffusenormal);
-               if (ent->flags & RENDER_LIGHT)
+               
+               if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
                {
-                       vec3_t org;
-                       Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-
-                       // complete lightning for lit sprites
-                       // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
-                       if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
+                       // aleady updated by CSQC
+                       // TODO: force modellight on BSP models in this case?
+                       VectorCopy(ent->modellight_lightdir, tempdiffusenormal); 
+               }
+               else
+               {
+                       // fetch the lighting from the worldmodel data
+                       VectorClear(ent->modellight_ambient);
+                       VectorClear(ent->modellight_diffuse);
+                       VectorClear(tempdiffusenormal);
+                       if (ent->flags & RENDER_LIGHT)
                        {
-                               if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
-                                       org[2] = org[2] + r_overheadsprites_pushback.value;
-                               R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
-                       }
-                       else
-                               R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+                               vec3_t org;
+                               Matrix4x4_OriginFromMatrix(&ent->matrix, org);
 
-                       if(ent->flags & RENDER_EQUALIZE)
-                       {
-                               // first fix up ambient lighting...
-                               if(r_equalize_entities_minambient.value > 0)
+                               // complete lightning for lit sprites
+                               // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
+                               if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
                                {
-                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
-                                       if(fd > 0)
+                                       if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
+                                               org[2] = org[2] + r_overheadsprites_pushback.value;
+                                       R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+                               }
+                               else
+                                       R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+
+                               if(ent->flags & RENDER_EQUALIZE)
+                               {
+                                       // first fix up ambient lighting...
+                                       if(r_equalize_entities_minambient.value > 0)
                                        {
-                                               fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
-                                               if(fa < r_equalize_entities_minambient.value * fd)
+                                               fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                               if(fd > 0)
                                                {
-                                                       // solve:
-                                                       //   fa'/fd' = minambient
-                                                       //   fa'+0.25*fd' = fa+0.25*fd
-                                                       //   ...
-                                                       //   fa' = fd' * minambient
-                                                       //   fd'*(0.25+minambient) = fa+0.25*fd
-                                                       //   ...
-                                                       //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
-                                                       //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
-                                                       //   ...
-                                                       fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
-                                                       f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
-                                                       VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
-                                                       VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                                       fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
+                                                       if(fa < r_equalize_entities_minambient.value * fd)
+                                                       {
+                                                               // solve:
+                                                               //   fa'/fd' = minambient
+                                                               //   fa'+0.25*fd' = fa+0.25*fd
+                                                               //   ...
+                                                               //   fa' = fd' * minambient
+                                                               //   fd'*(0.25+minambient) = fa+0.25*fd
+                                                               //   ...
+                                                               //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
+                                                               //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
+                                                               //   ...
+                                                               fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
+                                                               f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
+                                                               VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
+                                                               VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
+                                                       }
                                                }
                                        }
-                               }
 
-                               if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
-                               {
-                                       fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
-                                       fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
-                                       f = fa + 0.25 * fd;
-                                       if(f > 0)
+                                       if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
                                        {
-                                               // adjust brightness and saturation to target
-                                               avg[0] = avg[1] = avg[2] = fa / f;
-                                               VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
-                                               avg[0] = avg[1] = avg[2] = fd / f;
-                                               VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
+                                               fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
+                                               fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
+                                               f = fa + 0.25 * fd;
+                                               if(f > 0)
+                                               {
+                                                       // adjust brightness and saturation to target
+                                                       avg[0] = avg[1] = avg[2] = fa / f;
+                                                       VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
+                                                       avg[0] = avg[1] = avg[2] = fd / f;
+                                                       VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
+                                               }
                                        }
                                }
                        }
+                       else // highly rare
+                               VectorSet(ent->modellight_ambient, 1, 1, 1);
                }
-               else // highly rare
-                       VectorSet(ent->modellight_ambient, 1, 1, 1);
 
                // move the light direction into modelspace coordinates for lighting code
                Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
@@ -4972,7 +5081,7 @@ static void R_View_UpdateEntityVisible (void)
 }
 
 /// only used if skyrendermasked, and normally returns false
-int R_DrawBrushModelsSky (void)
+static int R_DrawBrushModelsSky (void)
 {
        int i, sky;
        entity_render_t *ent;
@@ -5313,29 +5422,27 @@ static void R_View_SetFrustum(const int *scissor)
        //PlaneClassify(&frustum[4]);
 }
 
-void R_View_UpdateWithScissor(const int *myscissor)
+static void R_View_UpdateWithScissor(const int *myscissor)
 {
        R_Main_ResizeViewCache();
        R_View_SetFrustum(myscissor);
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
-       R_AnimCache_CacheVisibleEntities();
 }
 
-void R_View_Update(void)
+static void R_View_Update(void)
 {
        R_Main_ResizeViewCache();
        R_View_SetFrustum(NULL);
        R_View_WorldVisibility(r_refdef.view.useclipplane);
        R_View_UpdateEntityVisible();
        R_View_UpdateEntityLighting();
-       R_AnimCache_CacheVisibleEntities();
 }
 
 float viewscalefpsadjusted = 1.0f;
 
-void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
+static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
 {
        float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
        scale = bound(0.03125f, scale, 1.0f);
@@ -5347,7 +5454,7 @@ void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtex
 {
        const float *customclipplane = NULL;
        float plane[4];
-       int scaledwidth, scaledheight;
+       int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
        if (r_refdef.view.useclipplane && allowwaterclippingplane)
        {
                // LordHavoc: couldn't figure out how to make this approach the
@@ -5362,13 +5469,16 @@ void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtex
                if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
        }
 
+       //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
+       rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
+
        R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
        if (!r_refdef.view.useperspective)
-               R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
+               R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
        else if (vid.stencil && r_useinfinitefarclip.integer)
-               R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
+               R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
        else
-               R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
+               R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
        R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
        R_SetViewport(&r_refdef.view.viewport);
        if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
@@ -5426,13 +5536,14 @@ void R_EntityMatrix(const matrix4x4_t *matrix)
        }
 }
 
-void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
 {
        r_viewport_t viewport;
-       DrawQ_Finish();
+
+       CHECKGLERROR
 
        // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
-       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
+       R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
        R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
        R_SetViewport(&viewport);
        GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
@@ -5464,6 +5575,15 @@ void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *color
                break;
        }
        GL_CullFace(GL_NONE);
+
+       CHECKGLERROR
+}
+
+void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
+{
+       DrawQ_Finish();
+
+       R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
 }
 
 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
@@ -5507,7 +5627,7 @@ void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *color
 R_RenderView_UpdateViewVectors
 ================
 */
-static void R_RenderView_UpdateViewVectors(void)
+void R_RenderView_UpdateViewVectors(void)
 {
        // break apart the view matrix into vectors for various purposes
        // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
@@ -5526,7 +5646,7 @@ static void R_Water_StartFrame(void)
        int i;
        int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
        r_waterstate_waterplane_t *p;
-       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
+       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
 
        if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
                return;
@@ -5740,7 +5860,8 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
        int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
        r_waterstate_waterplane_t *p;
        vec3_t visorigin;
-       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
+       qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
+       char vabuf[1024];
 
        originalview = r_refdef.view;
 
@@ -5774,13 +5895,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
                        if (!p->texture_refraction)
-                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                               p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (!p->texture_refraction)
                                goto error;
                        if (usewaterfbo)
                        {
                                if (r_fb.water.depthtexture == NULL)
-                                       r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                if (p->fbo_refraction == 0)
                                        p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
                        }
@@ -5788,13 +5909,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                else if (p->materialflags & MATERIALFLAG_CAMERA)
                {
                        if (!p->texture_camera)
-                               p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
+                               p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
                        if (!p->texture_camera)
                                goto error;
                        if (usewaterfbo)
                        {
                                if (r_fb.water.depthtexture == NULL)
-                                       r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                if (p->fbo_camera == 0)
                                        p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
                        }
@@ -5803,13 +5924,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        if (!p->texture_reflection)
-                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+                               p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (!p->texture_reflection)
                                goto error;
                        if (usewaterfbo)
                        {
                                if (r_fb.water.depthtexture == NULL)
-                                       r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
+                                       r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                if (p->fbo_reflection == 0)
                                        p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
                        }
@@ -5860,6 +5981,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                R_View_UpdateWithScissor(myscissor);
                        else
                                R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
@@ -5908,6 +6030,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                                R_View_UpdateWithScissor(myscissor);
                        else
                                R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        if(r_water_scissormode.integer & 1)
                                GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
                        R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
@@ -5962,6 +6085,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
                        R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
                        R_ClearScreen(r_refdef.fogenabled);
                        R_View_Update();
+                       R_AnimCache_CacheVisibleEntities();
                        R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
 
                        if (!p->fbo_camera)
@@ -5977,6 +6101,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
        if (!r_fb.water.depthtexture)
                R_ClearScreen(r_refdef.fogenabled);
        R_View_Update();
+       R_AnimCache_CacheVisibleEntities();
        goto finish;
 error:
        r_refdef.view = originalview;
@@ -6002,19 +6127,19 @@ finish:
        }
 }
 
-void R_Bloom_StartFrame(void)
+static void R_Bloom_StartFrame(void)
 {
        int i;
        int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
        int viewwidth, viewheight;
-       qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
+       qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
        textype_t textype = TEXTYPE_COLORBUFFER;
 
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
-       case RENDERPATH_GLES2:
-               if (vid.support.ext_framebuffer_object)
+               r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
+               if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
                {
                        if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
                        if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
@@ -6023,10 +6148,14 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_GL11:
        case RENDERPATH_GL13:
        case RENDERPATH_GLES1:
+       case RENDERPATH_GLES2:
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+               r_fb.usedepthtextures = false;
+               break;
        case RENDERPATH_SOFT:
+               r_fb.usedepthtextures = true;
                break;
        }
 
@@ -6066,7 +6195,7 @@ void R_Bloom_StartFrame(void)
 
        // set bloomwidth and bloomheight to the bloom resolution that will be
        // used (often less than the screen resolution for faster rendering)
-       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
        r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
        r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
@@ -6154,22 +6283,9 @@ void R_Bloom_StartFrame(void)
                        r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
                        if (useviewfbo)
                        {
-                               // FIXME: choose depth bits based on a cvar
-                               r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
+                               r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
                                r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
                                R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
-#ifndef USE_GLES2
-                               // render depth into one texture and color into the other
-                               if (qglDrawBuffer)
-                               {
-                                       int status;
-                                       qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                                       qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
-                                       status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
-                                       if (status != GL_FRAMEBUFFER_COMPLETE)
-                                               Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
-                               }
-#endif
                        }
                }
 
@@ -6185,7 +6301,7 @@ void R_Bloom_StartFrame(void)
        }
 
        // bloom texture is a different resolution
-       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
+       r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
        r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
        r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
        r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
@@ -6202,6 +6318,14 @@ void R_Bloom_StartFrame(void)
        r_fb.screentexcoord2f[6] = 0;
        r_fb.screentexcoord2f[7] = 0;
 
+       if(r_fb.fbo) 
+       {
+               for (i = 1;i < 8;i += 2)
+               {
+                       r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
+               }
+       }
+
        // set up a texcoord array for the reduced resolution bloom image
        // (which will be additive blended over the screen image)
        r_fb.bloomtexcoord2f[0] = 0;
@@ -6225,26 +6349,23 @@ void R_Bloom_StartFrame(void)
        case RENDERPATH_D3D9:
        case RENDERPATH_D3D10:
        case RENDERPATH_D3D11:
+               for (i = 0;i < 4;i++)
                {
-                       int i;
-                       for (i = 0;i < 4;i++)
-                       {
-                               r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
-                               r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
-                               r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
-                               r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
-                       }
+                       r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
+                       r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
+                       r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
+                       r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
                }
                break;
        }
 
-       R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
+       R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
 
        if (r_fb.fbo)
                r_refdef.view.clear = true;
 }
 
-void R_Bloom_MakeTexture(void)
+static void R_Bloom_MakeTexture(void)
 {
        int x, range, dir;
        float xoffset, yoffset, r, brighten;
@@ -6252,18 +6373,22 @@ void R_Bloom_MakeTexture(void)
        float colorscale = r_bloom_colorscale.value;
 
        r_refdef.stats.bloom++;
-
+    
+#if 0
+    // this copy is unnecessary since it happens in R_BlendView already
        if (!r_fb.fbo)
        {
                R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
                r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
        }
+#endif
 
        // scale down screen texture to the bloom texture size
        CHECKGLERROR
        r_fb.bloomindex = 0;
        R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
        R_SetViewport(&r_fb.bloomviewport);
+       GL_DepthTest(false);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
@@ -6303,9 +6428,19 @@ void R_Bloom_MakeTexture(void)
                r_fb.bloomindex ^= 1;
                R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
                x *= 2;
-               r = bound(0, r_bloom_colorexponent.value / x, 1);
-               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-               GL_Color(r,r,r,1);
+               r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
+               if (!r_fb.bloomfbo[r_fb.bloomindex])
+               {
+                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
+                       GL_Color(r,r,r,1); // apply fix factor
+               }
+               else
+               {
+                       if(x <= 2)
+                               GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
+                       GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
+                       GL_Color(1,1,1,1); // no fix factor supported here
+               }
                R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
                R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
                R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
@@ -6342,14 +6477,14 @@ void R_Bloom_MakeTexture(void)
                        xoffset /= (float)r_fb.bloomtexturewidth;
                        yoffset /= (float)r_fb.bloomtextureheight;
                        // compute a texcoord array with the specified x and y offset
-                       r_fb.offsettexcoord2f[0] = xoffset+0;
-                       r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
-                       r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
-                       r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
-                       r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
-                       r_fb.offsettexcoord2f[5] = yoffset+0;
-                       r_fb.offsettexcoord2f[6] = xoffset+0;
-                       r_fb.offsettexcoord2f[7] = yoffset+0;
+                       r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
+                       r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
+                       r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
+                       r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
+                       r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
+                       r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
+                       r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
+                       r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
                        // this r value looks like a 'dot' particle, fading sharply to
                        // black at the edges
                        // (probably not realistic but looks good enough)
@@ -6379,6 +6514,8 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
        unsigned int permutation;
        float uservecs[4][4];
 
+       R_EntityMatrix(&identitymatrix);
+
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
@@ -6542,7 +6679,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext
                        R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
                        R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
                        R_Mesh_TexBind(GL20TU_FIRST     , r_fb.colortexture);
-                       R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture);
+                       R_Mesh_TexBind(GL20TU_SECOND    , r_fb.bloomtexture[r_fb.bloomindex]);
                        R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
                        hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor        , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
                        hlslPSSetParameter2f(D3DPSREGISTER_PixelSize            , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
@@ -6716,6 +6853,10 @@ void R_UpdateVariables(void)
        {
                r_refdef.lightmapintensity *= r_fakelight_intensity.value;
        }
+       else if (r_refdef.scene.worldmodel)
+       {
+               r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
+       }
        if (r_showsurfaces.integer)
        {
                r_refdef.scene.rtworld = false;
@@ -6807,7 +6948,7 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
        }
 }
 
-int R_SortEntities_Compare(const void *ap, const void *bp)
+static int R_SortEntities_Compare(const void *ap, const void *bp)
 {
        const entity_render_t *a = *(const entity_render_t **)ap;
        const entity_render_t *b = *(const entity_render_t **)bp;
@@ -6829,7 +6970,7 @@ int R_SortEntities_Compare(const void *ap, const void *bp)
        // everything we compared is equal
        return 0;
 }
-void R_SortEntities(void)
+static void R_SortEntities(void)
 {
        // below or equal 2 ents, sorting never gains anything
        if(r_refdef.scene.numentities <= 2)
@@ -6844,7 +6985,6 @@ R_RenderView
 ================
 */
 int dpsoftrast_test;
-extern void R_Shadow_UpdateBounceGridTexture(void);
 extern cvar_t r_shadow_bouncegrid;
 void R_RenderView(void)
 {
@@ -6901,16 +7041,26 @@ void R_RenderView(void)
        if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
        {
                r_refdef.view.matrix = originalmatrix;
-               return; //Host_Error ("R_RenderView: NULL worldmodel");
+               return;
        }
 
        r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
 
+       if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
+               // in sRGB fallback, behave similar to true sRGB: convert this
+               // value from linear to sRGB
+               r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
+
        R_RenderView_UpdateViewVectors();
 
        R_Shadow_UpdateWorldLightSelection();
 
        R_Bloom_StartFrame();
+
+       // apply bloom brightness offset
+       if(r_fb.bloomtexture[0])
+               r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
+
        R_Water_StartFrame();
 
        // now we probably have an fbo to render into
@@ -6938,6 +7088,10 @@ void R_RenderView(void)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
+       R_AnimCache_CacheVisibleEntities();
+       if (r_timereport_active)
+               R_TimeReport("animcache");
+
        R_Shadow_UpdateBounceGridTexture();
        if (r_timereport_active && r_shadow_bouncegrid.integer)
                R_TimeReport("bouncegrid");
@@ -6986,15 +7140,10 @@ void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortex
        }
 }
 
-extern void R_DrawLightningBeams (void);
-extern void VM_CL_AddPolygonsToMeshQueue (void);
-extern void R_DrawPortals (void);
 extern cvar_t cl_locs_show;
 static void R_DrawLocs(void);
 static void R_DrawEntityBBoxes(void);
 static void R_DrawModelDecals(void);
-extern void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
-extern void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
 extern cvar_t cl_decals_newsystem;
 extern qboolean r_shadow_usingdeferredprepass;
 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
@@ -7161,7 +7310,8 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
                        R_TimeReport("lightning");
        }
 
-       VM_CL_AddPolygonsToMeshQueue();
+       if (cl.csqc_loaded)
+               VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
 
        if (r_refdef.view.showdebug)
        {
@@ -7247,7 +7397,7 @@ static const unsigned short bboxelements[36] =
        1, 0, 2, 1, 2, 3,
 };
 
-void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
 {
        int i;
        float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
@@ -7288,10 +7438,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
 
 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
+       prvm_prog_t *prog = SVVM_prog;
        int i;
        float color[4];
        prvm_edict_t *edict;
-       prvm_prog_t *prog_save = prog;
 
        // this function draws bounding boxes of server entities
        if (!sv.active)
@@ -7300,8 +7450,6 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
        GL_CullFace(GL_NONE);
        R_SetupShader_Generic_NoTexture(false, false);
 
-       prog = 0;
-       SV_VM_Begin();
        for (i = 0;i < numsurfaces;i++)
        {
                edict = PRVM_EDICT_NUM(surfacelist[i]);
@@ -7312,6 +7460,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                        case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
                        case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
                        case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
+                       case SOLID_CORPSE:   Vector4Set(color, 1, 0.5, 0, 0.05);break;
                        default:             Vector4Set(color, 0, 0, 0, 0.50);break;
                }
                color[3] *= r_showbboxes.value;
@@ -7320,8 +7469,6 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh
                GL_CullFace(r_refdef.view.cullface_front);
                R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
        }
-       SV_VM_End();
-       prog = prog_save;
 }
 
 static void R_DrawEntityBBoxes(void)
@@ -7329,14 +7476,12 @@ static void R_DrawEntityBBoxes(void)
        int i;
        prvm_edict_t *edict;
        vec3_t center;
-       prvm_prog_t *prog_save = prog;
+       prvm_prog_t *prog = SVVM_prog;
 
        // this function draws bounding boxes of server entities
        if (!sv.active)
                return;
 
-       prog = 0;
-       SV_VM_Begin();
        for (i = 0;i < prog->num_edicts;i++)
        {
                edict = PRVM_EDICT_NUM(i);
@@ -7348,10 +7493,8 @@ static void R_DrawEntityBBoxes(void)
                if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
                        continue;
                VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
-               R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+               R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
        }
-       SV_VM_End();
-       prog = prog_save;
 }
 
 static const int nomodelelement3i[24] =
@@ -7398,7 +7541,7 @@ static const float nomodelcolor4f[6*4] =
        0.5f, 0.0f, 0.0f, 1.0f
 };
 
-void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        int i;
        float f1, f2, *c;
@@ -7458,12 +7601,12 @@ void R_DrawNoModel(entity_render_t *ent)
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
        else
                R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
 }
 
-void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
 {
        vec3_t right1, right2, diff, normal;
 
@@ -7509,7 +7652,7 @@ void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t le
        vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
 }
 
-int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
+static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
 {
        int i;
        float *vertex3f;
@@ -7552,7 +7695,7 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
        }
 }
 
-void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
+static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
 {
        int i;
        int *e, element[3];
@@ -7671,7 +7814,7 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
        return (float) f;
 }
 
-void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
+static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
 {
        int w, h, idx;
        double f;
@@ -7735,7 +7878,7 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t
        Matrix4x4_Concat(texmatrix, &matrix, &temp);
 }
 
-void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
+static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
 {
        int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
        char name[MAX_QPATH];
@@ -7766,15 +7909,15 @@ texture_t *R_GetCurrentTexture(texture_t *t)
 {
        int i;
        const entity_render_t *ent = rsurface.entity;
-       dp_model_t *model = ent->model;
+       dp_model_t *model = ent->model; // when calling this, ent must not be NULL
        q3shaderinfo_layer_tcmod_t *tcmod;
 
-       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
+       if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
                return t->currentframe;
        t->update_lastrenderframe = r_textureframe;
        t->update_lastrenderentity = (void *)ent;
 
-       if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
+       if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
                t->camera_entity = ent->entitynumber;
        else
                t->camera_entity = 0;
@@ -7842,7 +7985,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
        {
                // no modellight if using fakelight for the map
        }
-       else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+       else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
        {
                // pick a model lighting mode
                if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
@@ -7918,6 +8061,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
                if (!t->backgroundnmaptexture)
                        t->backgroundnmaptexture = r_texture_blanknormalmap;
+               // make sure that if glow is going to be used, both textures are not NULL
+               if (!t->backgroundglowtexture && t->glowtexture)
+                       t->backgroundglowtexture = r_texture_black;
+               if (!t->glowtexture && t->backgroundglowtexture)
+                       t->glowtexture = r_texture_black;
        }
        else
        {
@@ -7960,13 +8108,15 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                t->basetexture = r_texture_grey128;
                t->pantstexture = r_texture_black;
                t->shirttexture = r_texture_black;
-               t->nmaptexture = r_texture_blanknormalmap;
+               if (gl_lightmaps.integer < 2)
+                       t->nmaptexture = r_texture_blanknormalmap;
                t->glosstexture = r_texture_black;
                t->glowtexture = NULL;
                t->fogtexture = NULL;
                t->reflectmasktexture = NULL;
                t->backgroundbasetexture = NULL;
-               t->backgroundnmaptexture = r_texture_blanknormalmap;
+               if (gl_lightmaps.integer < 2)
+                       t->backgroundnmaptexture = r_texture_blanknormalmap;
                t->backgroundglosstexture = r_texture_black;
                t->backgroundglowtexture = NULL;
                t->specularscale = 0;
@@ -8001,7 +8151,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        blendfunc2 = GL_ZERO;
                }
                // don't colormod evilblend textures
-               if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
+               if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
                        VectorSet(t->lightmapcolor, 1, 1, 1);
                depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
                if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
@@ -8127,6 +8277,12 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
+       rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
+       rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
+       rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
        rsurface.modelelement3i = model->surfmesh.data_element3i;
        rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
        rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
@@ -8167,6 +8323,12 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.batchtexcoordlightmap2f = NULL;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchskeletalindex4ub = NULL;
+       rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalindex4ub_bufferoffset = 0;
+       rsurface.batchskeletalweight4ub = NULL;
+       rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalweight4ub_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
        rsurface.batchvertex3fbuffer = NULL;
@@ -8179,6 +8341,7 @@ void RSurf_ActiveWorldEntity(void)
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = false;
 }
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
@@ -8221,7 +8384,10 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
                rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
                rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
        }
-       if (model->surfmesh.isanimated && model->AnimateVertices)
+       // if the animcache code decided it should use the shader path, skip the deform step
+       rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4;
+       rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
+       if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
        {
                if (ent->animcache_vertex3f)
                {
@@ -8304,6 +8470,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
        rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
+       rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
+       rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
+       rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
+       rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
        rsurface.modelelement3i = model->surfmesh.data_element3i;
        rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
        rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
@@ -8340,6 +8512,12 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.batchtexcoordlightmap2f = NULL;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchskeletalindex4ub = NULL;
+       rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalindex4ub_bufferoffset = 0;
+       rsurface.batchskeletalweight4ub = NULL;
+       rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalweight4ub_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
        rsurface.batchvertex3fbuffer = NULL;
@@ -8352,6 +8530,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = false;
 }
 
 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
@@ -8429,6 +8608,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.modeltexcoordlightmap2f  = NULL;
        rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
        rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
+       rsurface.modelskeletalindex4ub = NULL;
+       rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.modelskeletalindex4ub_bufferoffset = 0;
+       rsurface.modelskeletalweight4ub = NULL;
+       rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.modelskeletalweight4ub_bufferoffset = 0;
        rsurface.modelelement3i = (int *)element3i;
        rsurface.modelelement3i_indexbuffer = NULL;
        rsurface.modelelement3i_bufferoffset = 0;
@@ -8463,6 +8648,12 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.batchtexcoordlightmap2f = NULL;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
        rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+       rsurface.batchskeletalindex4ub = NULL;
+       rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalindex4ub_bufferoffset = 0;
+       rsurface.batchskeletalweight4ub = NULL;
+       rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+       rsurface.batchskeletalweight4ub_bufferoffset = 0;
        rsurface.batchvertexmesh = NULL;
        rsurface.batchvertexmeshbuffer = NULL;
        rsurface.batchvertex3fbuffer = NULL;
@@ -8475,6 +8666,7 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve
        rsurface.passcolor4f = NULL;
        rsurface.passcolor4f_vertexbuffer = NULL;
        rsurface.passcolor4f_bufferoffset = 0;
+       rsurface.forcecurrenttextureupdate = true;
 
        if (rsurface.modelnumvertices && rsurface.modelelement3i)
        {
@@ -8524,7 +8716,7 @@ float RSurf_FogVertex(const float *v)
        return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }
 
-void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
+static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
 {
        int i;
        for (i = 0;i < numelements;i++)
@@ -8557,6 +8749,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        float scale;
        float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
        float waveparms[4];
+       unsigned char *ub;
        q3shaderinfo_deform_t *deform;
        const msurface_t *surface, *firstsurface;
        r_vertexmesh_t *vertexmesh;
@@ -8603,7 +8796,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
        {
                dynamicvertex = true;
-               batchneed |= BATCHNEED_NOGAPS;
                needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
        }
 
@@ -8625,36 +8817,36 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        break;
                case Q3DEFORM_AUTOSPRITE:
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_AUTOSPRITE2:
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_NORMAL:
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_WAVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_BULGE:
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
                        break;
                case Q3DEFORM_MOVE:
                        if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
                                break; // if wavefunc is a nop, ignore this transform
                        dynamicvertex = true;
-                       batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+                       batchneed |= BATCHNEED_ARRAY_VERTEX;
                        needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
                        break;
                }
@@ -8666,35 +8858,45 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                break;
        case Q3TCGEN_LIGHTMAP:
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
                needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
                break;
        case Q3TCGEN_VECTOR:
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                break;
        case Q3TCGEN_ENVIRONMENT:
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
                break;
        }
        if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
                dynamicvertex = true;
-               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
+               batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
                needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
        }
 
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
        {
                dynamicvertex = true;
-               batchneed |= BATCHNEED_NOGAPS;
                needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
        }
 
-       if (dynamicvertex || gaps || rsurface.batchfirstvertex)
+       // when the model data has no vertex buffer (dynamic mesh), we need to
+       // eliminate gaps
+       if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
+               batchneed |= BATCHNEED_NOGAPS;
+
+       // the caller can specify BATCHNEED_NOGAPS to force a batch with
+       // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
+       // we ensure this by treating the vertex batch as dynamic...
+       if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
+               dynamicvertex = true;
+
+       if (dynamicvertex)
        {
                // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
@@ -8703,13 +8905,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
                if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
                if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
+               if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL)    batchneed |= BATCHNEED_ARRAY_SKELETAL;
        }
 
-       // when the model data has no vertex buffer (dynamic mesh), we need to
-       // eliminate gaps
-       if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
-               batchneed |= BATCHNEED_NOGAPS;
-
        // if needsupdate, we have to do a dynamic vertex batch for sure
        if (needsupdate & batchneed)
                dynamicvertex = true;
@@ -8718,11 +8916,6 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
                dynamicvertex = true;
 
-       // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
-       // also some drivers strongly dislike firstvertex
-       if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
-               dynamicvertex = true;
-
        rsurface.batchvertex3f = rsurface.modelvertex3f;
        rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
        rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
@@ -8744,6 +8937,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
        rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
        rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
+       rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
+       rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
+       rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
+       rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
+       rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
+       rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
        rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
        rsurface.batchvertexmesh = rsurface.modelvertexmesh;
        rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
@@ -8762,10 +8961,15 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
        // copy the surface list together to avoid wasting upload bandwidth on the
        // vertices in the gaps.
        //
-       // if gaps exist and we have a static vertex buffer, we still have to
-       // combine the index buffer ranges into one dynamic index buffer.
+       // if gaps exist and we have a static vertex buffer, we can choose whether
+       // to combine the index buffer ranges into one dynamic index buffer or
+       // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
        //
-       // in all cases we end up with data that can be drawn in one call.
+       // in many cases the batch is reduced to one draw call.
+
+       rsurface.batchmultidraw = false;
+       rsurface.batchmultidrawnumsurfaces = 0;
+       rsurface.batchmultidrawsurfacelist = NULL;
 
        if (!dynamicvertex)
        {
@@ -8775,6 +8979,13 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                // otherwise use the original static buffer with an appropriate offset
                if (gaps)
                {
+                       if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
+                       {
+                               rsurface.batchmultidraw = true;
+                               rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
+                               rsurface.batchmultidrawsurfacelist = texturesurfacelist;
+                               return;
+                       }
                        // build a new triangle elements array for this batch
                        rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                        rsurface.batchfirsttriangle = 0;
@@ -8809,7 +9020,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
 
        // now copy the vertex data into a combined array and make an index array
        // (this is what Quake3 does all the time)
-       //if (gaps || rsurface.batchfirstvertex)
+       //if (dynamicvertex)
        {
                rsurface.batchvertex3fbuffer = NULL;
                rsurface.batchvertexmesh = NULL;
@@ -8835,6 +9046,12 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                rsurface.batchtexcoordlightmap2f = NULL;
                rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
                rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
+               rsurface.batchskeletalindex4ub = NULL;
+               rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
+               rsurface.batchskeletalindex4ub_bufferoffset = 0;
+               rsurface.batchskeletalweight4ub = NULL;
+               rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
+               rsurface.batchskeletalweight4ub_bufferoffset = 0;
                rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
                rsurface.batchelement3i_indexbuffer = NULL;
                rsurface.batchelement3i_bufferoffset = 0;
@@ -8859,6 +9076,11 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                        rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
                if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
                        rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+               if (batchneed & BATCHNEED_ARRAY_SKELETAL)
+               {
+                       rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
+                       rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
+               }
                numvertices = 0;
                numtriangles = 0;
                for (i = 0;i < texturenumsurfaces;i++)
@@ -8920,6 +9142,22 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                                        else
                                                memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
                                }
+                               if (batchneed & BATCHNEED_ARRAY_SKELETAL)
+                               {
+                                       if (rsurface.modelskeletalindex4ub)
+                                       {
+                                               memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
+                                               memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
+                                       }
+                                       else
+                                       {
+                                               memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
+                                               memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
+                                               ub = rsurface.batchskeletalweight4ub + 4*numvertices;
+                                               for (j = 0;j < surfacenumvertices;j++)
+                                                       ub[j*4] = 255;
+                                       }
+                               }
                        }
                        RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
                        numvertices += surfacenumvertices;
@@ -9383,6 +9621,14 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const
                if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
                        for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
                                Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
+               if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
+               {
+                       for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
+                       {
+                               Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
+                               Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
+                       }
+               }
        }
 }
 
@@ -9418,7 +9664,31 @@ void RSurf_DrawBatch(void)
                }
        }
 #endif
-       R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
+       if (rsurface.batchmultidraw)
+       {
+               // issue multiple draws rather than copying index data
+               int numsurfaces = rsurface.batchmultidrawnumsurfaces;
+               const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
+               int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
+               for (i = 0;i < numsurfaces;)
+               {
+                       // combine consecutive surfaces as one draw
+                       for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
+                               if (surfacelist[j] != surfacelist[k] + 1)
+                                       break;
+                       firstvertex = surfacelist[i]->num_firstvertex;
+                       endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
+                       firsttriangle = surfacelist[i]->num_firsttriangle;
+                       endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
+                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
+                       i = j;
+               }
+       }
+       else
+       {
+               // there is only one consecutive run of index data (may have been combined)
+               R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
+       }
 }
 
 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
@@ -9438,7 +9708,7 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
                d = 0;
                if(!prepared)
                {
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
                        prepared = true;
                        if(rsurface.batchnumvertices == 0)
                                break;
@@ -9485,7 +9755,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(void)
                rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
                rsurface.passcolor4f_vertexbuffer = 0;
                rsurface.passcolor4f_bufferoffset = 0;
-               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
+               for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
                {
                        f = RSurf_FogVertex(v);
                        c2[0] = c[0] * f;
@@ -9779,13 +10049,13 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
-                       R_SetupShader_DepthOrShadow(false);
+                       R_SetupShader_DepthOrShadow(false, false);
                        // 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);
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                        if (rsurface.batchvertex3fbuffer)
                                R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
                        else
@@ -9820,6 +10090,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                GL_DepthMask(true);
                R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
                RSurf_DrawBatch();
+               return;
        }
 
        // bind lightmap texture
@@ -9962,8 +10233,8 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface
                        R_Mesh_TexBind(1, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch();
                        break;
                default:
@@ -10005,7 +10276,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                switch (layer->type)
                {
                case TEXTURELAYERTYPE_LITTEXTURE:
-                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
+                       if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
                        {
                                // two-pass lit texture with 2x rgbscale
                                // first the lightmap pass
@@ -10038,6 +10309,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
                                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                               else if (FAKELIGHT_ENABLED)
+                                       RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                        }
@@ -10065,8 +10338,8 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface
                                R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
                        }
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
                        RSurf_DrawBatch();
                        break;
                default:
@@ -10201,7 +10474,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        {
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
-               for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
+               for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
                {
                        VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
                        Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
@@ -10213,7 +10486,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const
        {
                RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
                batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
-               for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
+               for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
                {
                        unsigned char c = (vi << 3) * (1.0f / 256.0f);
                        VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
@@ -10396,10 +10669,10 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                                GL_BlendFunc(GL_ONE, GL_ZERO);
                                GL_DepthMask(true);
 //                             R_Mesh_ResetTextureState();
-                               R_SetupShader_DepthOrShadow(false);
+                               R_SetupShader_DepthOrShadow(false, false);
                        }
                        RSurf_SetupDepthAndCulling();
-                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+                       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
                        if (rsurface.batchvertex3fbuffer)
                                R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
                        else
@@ -10455,7 +10728,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
-static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
+static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
 {
        // transparent surfaces get pushed off into the transparent queue
        int surfacelistindex;
@@ -10464,17 +10737,26 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const
        for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
        {
                surface = texturesurfacelist[surfacelistindex];
-               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;
+               if (r_transparent_sortsurfacesbynearest.integer)
+               {
+                       tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
+                       tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
+                       tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
+               }
+               else
+               {
+                       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(&rsurface.matrix, tempcenter, center);
-               if (queueentity->transparent_offset) // transparent offset
+               if (rsurface.entity->transparent_offset) // transparent offset
                {
-                       center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
-                       center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
-                       center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+                       center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
+                       center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
+                       center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
                }
-               R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
+               R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
        }
 }
 
@@ -10485,7 +10767,7 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu
        if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
                return;
        RSurf_SetupDepthAndCulling();
-       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
+       RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
        if (rsurface.batchvertex3fbuffer)
                R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
        else
@@ -10495,7 +10777,6 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu
 
 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
-       const entity_render_t *queueentity = r_refdef.scene.worldentity;
        CHECKGLERROR
        if (depthonly)
                R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
@@ -10504,7 +10785,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                if (!rsurface.texture->currentnumlayers)
                        return;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
@@ -10512,11 +10793,11 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
-       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
        {
                // in the deferred case, transparent surfaces were queued during prepass
                if (!r_shadow_usingdeferredprepass)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
@@ -10526,7 +10807,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf
        CHECKGLERROR
 }
 
-void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        int i, j;
        texture_t *texture;
@@ -10572,7 +10853,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in
        R_FrameData_ReturnToMark();
 }
 
-static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
+static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        CHECKGLERROR
        if (depthonly)
@@ -10582,7 +10863,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                if (!rsurface.texture->currentnumlayers)
                        return;
                if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
        }
@@ -10590,11 +10871,11 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (!rsurface.texture->currentnumlayers)
                return;
-       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
+       else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
        {
                // in the deferred case, transparent surfaces were queued during prepass
                if (!r_shadow_usingdeferredprepass)
-                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
+                       R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
        else
        {
@@ -10604,7 +10885,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf
        CHECKGLERROR
 }
 
-void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
+static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
 {
        int i, j;
        texture_t *texture;
@@ -10645,7 +10926,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa
                                ;
                }
                // render the range of surfaces
-               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
+               R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
        }
        R_FrameData_ReturnToMark();
 }
@@ -10670,7 +10951,7 @@ unsigned short locboxelements[6*2*3] =
        20,21,22, 20,22,23
 };
 
-void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        int i, j;
        cl_locnode_t *loc = (cl_locnode_t *)ent;
@@ -10722,7 +11003,7 @@ void R_DrawLocs(void)
        for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
        {
                VectorLerp(loc->mins, 0.5f, loc->maxs, center);
-               R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
+               R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
        }
 }
 
@@ -11167,7 +11448,6 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
        else
                frametime = 0;
        decalsystem->lastupdatetime = r_refdef.scene.time;
-       decal = decalsystem->decals;
        numdecals = decalsystem->numdecals;
 
        for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
@@ -11244,7 +11524,6 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent)
                RSurf_ActiveModelEntity(ent, false, false, false);
 
        decalsystem->lastupdatetime = r_refdef.scene.time;
-       decal = decalsystem->decals;
 
        faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
 
@@ -11378,7 +11657,7 @@ static void R_DrawModelDecals(void)
 }
 
 extern cvar_t mod_collision_bih;
-void R_DrawDebugModel(void)
+static void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
        int i, j, k, l, flagsmask;
@@ -11433,13 +11712,12 @@ void R_DrawDebugModel(void)
        {
                int triangleindex;
                int bihleafindex;
-               qboolean cullbox = ent == r_refdef.scene.worldentity;
+               qboolean cullbox = false;
                const q3mbrush_t *brush;
                const bih_t *bih = &model->collision_bih;
                const bih_leaf_t *bihleaf;
                float vertex3f[3][3];
                GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
-               cullbox = false;
                for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
                {
                        if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
@@ -11593,7 +11871,6 @@ void R_DrawDebugModel(void)
 #endif
 }
 
-extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 int r_maxsurfacelist = 0;
 const msurface_t **r_surfacelist = NULL;
 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
@@ -11813,10 +12090,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
                        }
                }
        }
-       if (update)
-               for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
-                       if (update[j])
-                               R_BuildLightMap(ent, surfaces + j);
+
        R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
 
        // add to stats if desired
@@ -11846,6 +12120,9 @@ void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, i
        texture.offsetscale = 1;
        texture.specularscalemod = 1;
        texture.specularpowermod = 1;
+       texture.transparentsort = TRANSPARENTSORT_DISTANCE;
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
+       // JUST GREP FOR "specularscalemod = 1".
 
        surface.texture = &texture;
        surface.num_triangles = numtriangles;