]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added polygonoffset as a texture property, used on submodels (such as
[xonotic/darkplaces.git] / gl_rmain.c
index 7ea4de7d40a51256c472c0778da9e5936c5dca5e..a0bd28084ee083a6a055465552b310ca89e383dd 100644 (file)
@@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "polygon.h"
+#include "image.h"
 
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
@@ -33,7 +34,9 @@ r_refdef_t r_refdef;
 r_view_t r_view;
 r_viewcache_t r_viewcache;
 
+cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+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)"};
 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
@@ -51,13 +54,15 @@ cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "
 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
-cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
+cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
-cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+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", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
 
 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)"};
@@ -69,11 +74,11 @@ cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra c
 
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
 
-cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
-cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
-cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
-cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
-cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+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_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_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_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
@@ -98,9 +103,11 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces
 
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
 
-cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
+extern qboolean v_flipped_state;
+
 typedef struct r_glsl_bloomshader_s
 {
        int program;
@@ -143,12 +150,12 @@ rtexture_t *r_texture_fogattenuation;
 //rtexture_t *r_texture_fogintensity;
 
 // information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
 // currently selected permutation
 r_glsl_permutation_t *r_glsl_permutation;
 
-// temporary variable used by a macro
-int fogtableindex;
+char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
+skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
 
 // vertex coordinates for a quad that covers the screen exactly
 const static float r_screenvertex3f[12] =
@@ -202,31 +209,16 @@ void FOG_clear(void)
        r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
 }
 
-// FIXME: move this to client?
-void FOG_registercvars(void)
+float FogPoint_World(const vec3_t p)
 {
-       int x;
-       double r, alpha;
-
-       if (gamemode == GAME_NEHAHRA)
-       {
-               Cvar_RegisterVariable (&gl_fogenable);
-               Cvar_RegisterVariable (&gl_fogdensity);
-               Cvar_RegisterVariable (&gl_fogred);
-               Cvar_RegisterVariable (&gl_foggreen);
-               Cvar_RegisterVariable (&gl_fogblue);
-               Cvar_RegisterVariable (&gl_fogstart);
-               Cvar_RegisterVariable (&gl_fogend);
-       }
+       int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
 
-       r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
-       for (x = 0;x < FOGTABLEWIDTH;x++)
-       {
-               alpha = exp(r / ((double)x*(double)x));
-               if (x == FOGTABLEWIDTH - 1)
-                       alpha = 1;
-               r_refdef.fogtable[x] = bound(0, alpha, 1);
-       }
+float FogPoint_Model(const vec3_t p)
+{
+       int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
+       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }
 
 static void R_BuildBlankTextures(void)
@@ -352,25 +344,19 @@ static void R_BuildNormalizationCube(void)
 static void R_BuildFogTexture(void)
 {
        int x, b;
-       double r, alpha;
 #define FOGWIDTH 64
        unsigned char data1[FOGWIDTH][4];
        //unsigned char data2[FOGWIDTH][4];
-       r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
        for (x = 0;x < FOGWIDTH;x++)
        {
-               alpha = exp(r / ((double)x*(double)x));
-               if (x == FOGWIDTH - 1)
-                       alpha = 1;
-               b = (int)(256.0 * alpha);
-               b = bound(0, b, 255);
-               data1[x][0] = 255 - b;
-               data1[x][1] = 255 - b;
-               data1[x][2] = 255 - b;
+               b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
+               data1[x][0] = b;
+               data1[x][1] = b;
+               data1[x][2] = b;
                data1[x][3] = 255;
-               //data2[x][0] = b;
-               //data2[x][1] = b;
-               //data2[x][2] = b;
+               //data2[x][0] = 255 - b;
+               //data2[x][1] = 255 - b;
+               //data2[x][2] = 255 - b;
                //data2[x][3] = 255;
        }
        r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
@@ -478,10 +464,12 @@ static const char *builtinshaderstring =
 "// fragment shader specific:\n"
 "#ifdef FRAGMENT_SHADER\n"
 "\n"
+"// 11 textures, we can only use up to 16 on DX9-class hardware\n"
 "uniform sampler2D Texture_Normal;\n"
 "uniform sampler2D Texture_Color;\n"
 "uniform sampler2D Texture_Gloss;\n"
 "uniform samplerCube Texture_Cube;\n"
+"uniform sampler2D Texture_Attenuation;\n"
 "uniform sampler2D Texture_FogMask;\n"
 "uniform sampler2D Texture_Pants;\n"
 "uniform sampler2D Texture_Shirt;\n"
@@ -509,80 +497,57 @@ static const char *builtinshaderstring =
 "uniform myhalf SpecularScale;\n"
 "uniform myhalf SpecularPower;\n"
 "\n"
-"void main(void)\n"
-"{\n"
-"      // apply offsetmapping\n"
 "#ifdef USEOFFSETMAPPING\n"
-"      vec2 TexCoordOffset = TexCoord;\n"
-"#define TexCoord TexCoordOffset\n"
-"\n"
-"      vec3 eyedir = vec3(normalize(EyeVector));\n"
-"      float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
-"      depthbias = 1.0 - depthbias * depthbias;\n"
-"\n"
+"vec2 OffsetMapping(vec2 TexCoord)\n"
+"{\n"
 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
 "      // 14 sample relief mapping: linear search and then binary search\n"
-"      //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-"      //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-"      vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
-"      vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-"      if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
-"      TexCoord = RT.xy;\n"
-"#elif 1\n"
+"      // this basically steps forward a small amount repeatedly until it finds\n"
+"      // itself inside solid, then jitters forward and back using decreasing\n"
+"      // amounts to find the impact\n"
+"      //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
+"      //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+"      vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
+"      vec3 RT = vec3(TexCoord, 1);\n"
+"      OffsetVector *= 0.1;\n"
+"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
+"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
+"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
+"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
+"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
+"      RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
+"      return RT.xy;\n"
+"#else\n"
 "      // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
-"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-"      //TexCoord += OffsetVector * 3.0;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"      // this basically moves forward the full distance, and then backs up based\n"
+"      // on height of samples\n"
+"      //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
+"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
+"      vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
+"      TexCoord += OffsetVector;\n"
+"      OffsetVector *= 0.333;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 0\n"
-"      // 10 sample offset mapping\n"
-"      //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-"      //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-"      vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
-"      //TexCoord += OffsetVector * 3.0;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
 "      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"      TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 1\n"
-"      // parallax mapping as described in the paper\n"
-"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-"      // The paper provides code in the ARB fragment program assembly language\n"
-"      // I translated it to GLSL but may have done something wrong - SavageX\n"
-"      // LordHavoc: removed bias and simplified to one line\n"
-"      // LordHavoc: this is just a single sample offsetmapping...\n"
-"      TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
-"#else\n"
-"      // parallax mapping as described in the paper\n"
-"      // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-"      // The paper provides code in the ARB fragment program assembly language\n"
-"      // I translated it to GLSL but may have done something wrong - SavageX\n"
-"      float height = texture2D(Texture_Normal, TexCoord).a;\n"
-"      height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
-"      TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
+"      return TexCoord;\n"
+"#endif\n"
+"}\n"
 "#endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // apply offsetmapping\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
@@ -597,15 +562,28 @@ static const char *builtinshaderstring =
 "#ifdef MODE_LIGHTSOURCE\n"
 "      // light source\n"
 "\n"
-"      // get the surface normal and light normal\n"
+"      // calculate surface normal, light normal, and specular normal\n"
+"      // compute color intensity for the two textures (colormap and glossmap)\n"
+"      // scale by light color and attenuation as efficiently as possible\n"
+"      // (do as much scalar math as possible rather than vector math)\n"
+"#ifdef USESPECULAR\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
 "\n"
 "      // calculate directional shading\n"
-"      color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#ifdef USESPECULAR\n"
-"      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
-"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"      color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
+"#else\n"
+"#ifdef USEDIFFUSE\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
+"#else\n"
+"      // calculate directionless shading\n"
+"      color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"#endif\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
@@ -614,20 +592,6 @@ static const char *builtinshaderstring =
 "      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
 "#endif\n"
 "\n"
-"      // apply light color\n"
-"      color.rgb *= LightColor;\n"
-"\n"
-"      // apply attenuation\n"
-"      //\n"
-"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
-"      // center and sharp falloff at the edge, this is about the most efficient\n"
-"      // we can get away with as far as providing illumination.\n"
-"      //\n"
-"      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
-"      // provide significant illumination, large = slow = pain.\n"
-"//    color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
-"      color.rgb *= myhalf(max(2.0 - 2.0 * length(CubeVector), 0.0) / (1 + dot(CubeVector, CubeVector)));\n"
-"\n"
 "\n"
 "\n"
 "\n"
@@ -636,7 +600,7 @@ static const char *builtinshaderstring =
 "\n"
 "      // get the surface normal and light normal\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"      myhvec3 diffusenormal = myhvec3(LightVector);\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
@@ -684,8 +648,7 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef USEFOG\n"
 "      // apply fog\n"
-"      myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
-"      color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
+"      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
 "#endif\n"
 "\n"
 "      color.rgb *= SceneBrightness;\n"
@@ -706,6 +669,7 @@ const char *permutationinfo[][2] =
        {"#define USEGLOW\n", " glow"},
        {"#define USEFOG\n", " fog"},
        {"#define USECOLORMAPPING\n", " colormapping"},
+       {"#define USEDIFFUSE\n", " diffuse"},
        {"#define USESPECULAR\n", " specular"},
        {"#define USECUBEFILTER\n", " cubefilter"},
        {"#define USEOFFSETMAPPING\n", " offsetmapping"},
@@ -717,14 +681,14 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
 {
        int i;
        qboolean shaderfound;
-       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+       r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
        int vertstrings_count;
        int geomstrings_count;
        int fragstrings_count;
        char *shaderstring;
-       const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
-       const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
-       const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+       const char *vertstrings_list[32+1];
+       const char *geomstrings_list[32+1];
+       const char *fragstrings_list[32+1];
        char permutationname[256];
        if (p->compiled)
                return;
@@ -792,6 +756,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
                p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
                p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
                p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
                p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
                p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
@@ -827,6 +792,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
                if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
                if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
                if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
+               if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
                CHECKGLERROR
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
@@ -839,36 +805,39 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation)
 void R_GLSL_Restart_f(void)
 {
        int i;
-       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+       for (i = 0;i < SHADERPERMUTATION_MAX;i++)
                if (r_glsl_permutations[i].program)
                        GL_Backend_FreeProgram(r_glsl_permutations[i].program);
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
+extern rtexture_t *r_shadow_attenuationgradienttexture;
+extern rtexture_t *r_shadow_attenuation2dtexture;
+extern rtexture_t *r_shadow_attenuation3dtexture;
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
        const char *shaderfilename = NULL;
-       int permutation = 0;
-       float specularscale = rsurface_texture->specularscale;
+       unsigned int permutation = 0;
        r_glsl_permutation = NULL;
        // TODO: implement geometry-shader based shadow volumes someday
-       if (r_shadow_rtlight)
+       if (rsurface.rtlight)
        {
                // light source
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               specularscale *= r_shadow_rtlight->specularscale;
-               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+               if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
+               if (diffusescale > 0)
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
-                       permutation |= SHADERPERMUTATION_SPECULAR;
+                       permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
-               if (rsurface_texture->colormapping)
+               if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_glsl_offsetmapping.integer)
                {
@@ -877,16 +846,16 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
        }
-       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                // bright unshaded geometry
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               if (rsurface_texture->currentskinframe->glow)
+               if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
-               if (rsurface_texture->colormapping)
+               if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_glsl_offsetmapping.integer)
                {
@@ -901,13 +870,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-               if (rsurface_texture->currentskinframe->glow)
+               if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (specularscale > 0)
                        permutation |= SHADERPERMUTATION_SPECULAR;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
-               if (rsurface_texture->colormapping)
+               if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_glsl_offsetmapping.integer)
                {
@@ -921,10 +890,10 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                // lightmapped wall
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
-                       if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                       if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
                        else
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
@@ -943,11 +912,11 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                        // ordinary lightmapping
                        permutation |= 0;
                }
-               if (rsurface_texture->currentskinframe->glow)
+               if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
                if (r_refdef.fogenabled)
                        permutation |= SHADERPERMUTATION_FOG;
-               if (rsurface_texture->colormapping)
+               if (rsurface.texture->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
                if (r_glsl_offsetmapping.integer)
                {
@@ -956,52 +925,63 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                                permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
        }
-       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
        {
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
                        R_GLSL_CompilePermutation(shaderfilename, permutation);
-               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
                {
                        // remove features until we find a valid permutation
-                       int i;
-                       for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+                       unsigned int i;
+                       for (i = SHADERPERMUTATION_MASK;;i>>=1)
                        {
+                               if (!i)
+                                       return 0; // utterly failed
                                // reduce i more quickly whenever it would not remove any bits
                                if (permutation < i)
                                        continue;
                                permutation &= i;
-                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
                                        R_GLSL_CompilePermutation(shaderfilename, permutation);
-                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
                                        break;
-                               if (!i)
-                                       return 0; // utterly failed
                        }
                }
        }
-       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
-       R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
+       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
        if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
        {
-               if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
-               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
-               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
-               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
-               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
-               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+               if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
+               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
+               if (permutation & SHADERPERMUTATION_DIFFUSE)
+               {
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
+                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+               }
+               else
+               {
+                       // ambient only is simpler
+                       if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
+                       if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
+                       if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
+                       if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
+               }
        }
        else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
        {
                if (r_glsl_permutation->loc_AmbientColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
+                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
                if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
+                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
                if (r_glsl_permutation->loc_SpecularColor >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
+                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
                if (r_glsl_permutation->loc_LightDir >= 0)
-                       qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
+                       qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
        }
        else
        {
@@ -1009,43 +989,44 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
                if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
                if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
        }
-       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
-       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
-       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
-       //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
+       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
+       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
+       //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
+       if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
        if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
-       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
-       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
+       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
+       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
        //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
        //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
+       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
        if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
        if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
        if (r_glsl_permutation->loc_FogColor >= 0)
        {
                // additive passes are only darkened by fog, not tinted
-               if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
+               if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
        }
-       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
+       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
-               if (rsurface_texture->currentskinframe->pants)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
+               if (rsurface.texture->currentskinframe->pants)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
        }
        if (r_glsl_permutation->loc_Color_Shirt >= 0)
        {
-               if (rsurface_texture->currentskinframe->shirt)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
+               if (rsurface.texture->currentskinframe->shirt)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
        }
        if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
-       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
+       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
        CHECKGLERROR
        return permutation;
@@ -1053,17 +1034,363 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
 
 void R_SwitchSurfaceShader(int permutation)
 {
-       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
+       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
        {
-               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
                CHECKGLERROR
                qglUseProgramObjectARB(r_glsl_permutation->program);
                CHECKGLERROR
        }
 }
 
+#define SKINFRAME_HASH 1024
+
+struct
+{
+       int loadsequence; // incremented each level change
+       memexpandablearray_t array;
+       skinframe_t *hash[SKINFRAME_HASH];
+}
+r_skinframe;
+
+void R_SkinFrame_PrepareForPurge(void)
+{
+       r_skinframe.loadsequence++;
+       // wrap it without hitting zero
+       if (r_skinframe.loadsequence >= 200)
+               r_skinframe.loadsequence = 1;
+}
+
+void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
+{
+       if (!skinframe)
+               return;
+       // mark the skinframe as used for the purging code
+       skinframe->loadsequence = r_skinframe.loadsequence;
+}
+
+void R_SkinFrame_Purge(void)
+{
+       int i;
+       skinframe_t *s;
+       for (i = 0;i < SKINFRAME_HASH;i++)
+       {
+               for (s = r_skinframe.hash[i];s;s = s->next)
+               {
+                       if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
+                       {
+                               if (s->base == r_texture_notexture)     s->base   = NULL;
+                               if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
+                               if (s->merged == s->base)               s->merged = NULL;
+                               if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
+                               if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
+                               if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
+                               if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
+                               if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
+                               if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
+                               if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
+                               if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
+                               if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
+                               s->loadsequence = 0;
+                       }
+               }
+       }
+}
+
+skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
+{
+       skinframe_t *item;
+       int hashindex;
+       char basename[MAX_QPATH];
+
+       Image_StripImageExtension(name, basename, sizeof(basename));
+
+       hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
+       for (item = r_skinframe.hash[hashindex];item;item = item->next)
+               if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
+                       break;
+       if (!item)
+       {
+               if (!add)
+                       return NULL;
+               item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
+               memset(item, 0, sizeof(*item));
+               strlcpy(item->basename, basename, sizeof(item->basename));
+               item->textureflags = textureflags;
+               item->comparewidth = comparewidth;
+               item->compareheight = compareheight;
+               item->comparecrc = comparecrc;
+               item->next = r_skinframe.hash[hashindex];
+               r_skinframe.hash[hashindex] = item;
+       }
+       R_SkinFrame_MarkUsed(item);
+       return item;
+}
+
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
+{
+       // FIXME: it should be possible to disable loading various layers using
+       // cvars, to prevent wasted loading time and memory usage if the user does
+       // not want them
+       qboolean loadnormalmap = true;
+       qboolean loadgloss = true;
+       qboolean loadpantsandshirt = true;
+       qboolean loadglow = true;
+       int j;
+       unsigned char *pixels;
+       unsigned char *bumppixels;
+       unsigned char *basepixels = NULL;
+       int basepixels_width;
+       int basepixels_height;
+       skinframe_t *skinframe;
+
+       if (cls.state == ca_dedicated)
+               return NULL;
+
+       // return an existing skinframe if already loaded
+       // if loading of the first image fails, don't make a new skinframe as it
+       // would cause all future lookups of this to be missing
+       skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+       if (skinframe && skinframe->base)
+               return skinframe;
+
+       basepixels = loadimagepixels(name, complain, 0, 0);
+       if (basepixels == NULL)
+               return NULL;
+
+       // we've got some pixels to store, so really allocate this new texture now
+       if (!skinframe)
+               skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
+       skinframe->stain = NULL;
+       skinframe->merged = NULL;
+       skinframe->base = r_texture_notexture;
+       skinframe->pants = NULL;
+       skinframe->shirt = NULL;
+       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->gloss = NULL;
+       skinframe->glow = NULL;
+       skinframe->fog = NULL;
+
+       basepixels_width = image_width;
+       basepixels_height = image_height;
+       skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+
+       if (textureflags & TEXF_ALPHA)
+       {
+               for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+                       if (basepixels[j] < 255)
+                               break;
+               if (j < basepixels_width * basepixels_height * 4)
+               {
+                       // has transparent pixels
+                       pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+                       for (j = 0;j < image_width * image_height * 4;j += 4)
+                       {
+                               pixels[j+0] = 255;
+                               pixels[j+1] = 255;
+                               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_RGBA, skinframe->textureflags, NULL);
+                       Mem_Free(pixels);
+               }
+       }
+
+       // _norm is the name used by tenebrae and has been adopted as standard
+       if (loadnormalmap)
+       {
+               if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+               {
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       Mem_Free(pixels);
+                       pixels = NULL;
+               }
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+               {
+                       pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+                       Image_HeightmapToNormalmap(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_RGBA, skinframe->textureflags, NULL);
+                       Mem_Free(pixels);
+                       Mem_Free(bumppixels);
+               }
+               else if (r_shadow_bumpscale_basetexture.value > 0)
+               {
+                       pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
+                       Image_HeightmapToNormalmap(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_RGBA, skinframe->textureflags, NULL);
+                       Mem_Free(pixels);
+               }
+       }
+       // _luma is supported for tenebrae compatibility
+       // (I think it's a very stupid name, but oh well)
+       // _glow is the preferred name
+       if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+
+       if (basepixels)
+               Mem_Free(basepixels);
+
+       return skinframe;
+}
+
+static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
+{
+       int i;
+       if (!force)
+       {
+               for (i = 0;i < width*height;i++)
+                       if (((unsigned char *)&palette[in[i]])[3] > 0)
+                               break;
+               if (i == width*height)
+                       return NULL;
+       }
+       return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+}
+
+skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
+{
+       int i;
+       unsigned char *temp1, *temp2;
+       skinframe_t *skinframe;
+
+       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*bitsperpixel/8) : 0, true);
+       if (skinframe && skinframe->base)
+               return skinframe;
+
+       skinframe->stain = NULL;
+       skinframe->merged = NULL;
+       skinframe->base = r_texture_notexture;
+       skinframe->pants = NULL;
+       skinframe->shirt = NULL;
+       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->gloss = NULL;
+       skinframe->glow = NULL;
+       skinframe->fog = NULL;
+
+       // if no data was provided, then clearly the caller wanted to get a blank skinframe
+       if (!skindata)
+               return NULL;
+
+       if (bitsperpixel == 32)
+       {
+               if (r_shadow_bumpscale_basetexture.value > 0)
+               {
+                       temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+                       temp2 = temp1 + width * height * 4;
+                       Image_HeightmapToNormalmap(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_RGBA, textureflags | TEXF_ALPHA, NULL);
+                       Mem_Free(temp1);
+               }
+               skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
+               if (textureflags & TEXF_ALPHA)
+               {
+                       for (i = 3;i < width * height * 4;i += 4)
+                               if (skindata[i] < 255)
+                                       break;
+                       if (i < width * height * 4)
+                       {
+                               unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
+                               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_RGBA, textureflags, NULL);
+                               Mem_Free(fogpixels);
+                       }
+               }
+       }
+       else if (bitsperpixel == 8)
+       {
+               if (r_shadow_bumpscale_basetexture.value > 0)
+               {
+                       temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+                       temp2 = temp1 + width * height * 4;
+                       if (bitsperpixel == 32)
+                               Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+                       else
+                       {
+                               // use either a custom palette or the quake palette
+                               Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
+                               Image_HeightmapToNormalmap(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_RGBA, textureflags | TEXF_ALPHA, NULL);
+                       Mem_Free(temp1);
+               }
+               // use either a custom palette, or the quake palette
+               skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
+               if (!palette && loadglowtexture)
+                       skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
+               if (!palette && loadpantsandshirt)
+               {
+                       skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
+                       skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
+               }
+               if (skinframe->pants || skinframe->shirt)
+                       skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
+               if (textureflags & TEXF_ALPHA)
+               {
+                       // if not using a custom alphapalette, use the quake one
+                       if (!alphapalette)
+                               alphapalette = palette_alpha;
+                       for (i = 0;i < width * height;i++)
+                               if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
+                                       break;
+                       if (i < width * height)
+                               skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
+               }
+       }
+
+       return skinframe;
+}
+
+skinframe_t *R_SkinFrame_LoadMissing(void)
+{
+       skinframe_t *skinframe;
+
+       if (cls.state == ca_dedicated)
+               return NULL;
+
+       skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
+       skinframe->stain = NULL;
+       skinframe->merged = NULL;
+       skinframe->base = r_texture_notexture;
+       skinframe->pants = NULL;
+       skinframe->shirt = NULL;
+       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->gloss = NULL;
+       skinframe->glow = NULL;
+       skinframe->fog = NULL;
+
+       return skinframe;
+}
+
 void gl_main_start(void)
 {
+       int x;
+       double r, alpha;
+
+       r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
+       for (x = 0;x < FOGMASKTABLEWIDTH;x++)
+       {
+               alpha = 1 - exp(r / ((double)x*(double)x));
+               if (x == FOGMASKTABLEWIDTH - 1)
+                       alpha = 0;
+               r_refdef.fogmasktable[x] = bound(0, alpha, 1);
+       }
+
+       memset(r_qwskincache, 0, sizeof(r_qwskincache));
+       memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+
+       // set up r_skinframe loading system for textures
+       memset(&r_skinframe, 0, sizeof(r_skinframe));
+       r_skinframe.loadsequence = 1;
+       Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
+
        r_main_texturepool = R_AllocTexturePool();
        R_BuildBlankTextures();
        R_BuildNoTexture();
@@ -1080,6 +1407,13 @@ void gl_main_start(void)
 
 void gl_main_shutdown(void)
 {
+       memset(r_qwskincache, 0, sizeof(r_qwskincache));
+       memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+
+       // clear out the r_skinframe state
+       Mem_ExpandableArray_FreeArray(&r_skinframe.array);
+       memset(&r_skinframe, 0, sizeof(r_skinframe));
+
        if (r_svbsp.nodes)
                Mem_Free(r_svbsp.nodes);
        memset(&r_svbsp, 0, sizeof (r_svbsp));
@@ -1122,9 +1456,21 @@ void GL_Main_Init(void)
 {
        r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
 
-       Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
-       FOG_registercvars(); // FIXME: move this fog stuff to client?
+       Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+       // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
+       if (gamemode == GAME_NEHAHRA)
+       {
+               Cvar_RegisterVariable (&gl_fogenable);
+               Cvar_RegisterVariable (&gl_fogdensity);
+               Cvar_RegisterVariable (&gl_fogred);
+               Cvar_RegisterVariable (&gl_foggreen);
+               Cvar_RegisterVariable (&gl_fogblue);
+               Cvar_RegisterVariable (&gl_fogstart);
+               Cvar_RegisterVariable (&gl_fogend);
+       }
+       Cvar_RegisterVariable(&r_depthfirst);
        Cvar_RegisterVariable(&r_nearclip);
+       Cvar_RegisterVariable(&r_showbboxes);
        Cvar_RegisterVariable(&r_showsurfaces);
        Cvar_RegisterVariable(&r_showtris);
        Cvar_RegisterVariable(&r_shownormals);
@@ -1149,6 +1495,8 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_shadows);
        Cvar_RegisterVariable(&r_shadows_throwdistance);
        Cvar_RegisterVariable(&r_q1bsp_skymasking);
+       Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
+       Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
        Cvar_RegisterVariable(&r_textureunits);
        Cvar_RegisterVariable(&r_glsl);
        Cvar_RegisterVariable(&r_glsl_offsetmapping);
@@ -1276,6 +1624,53 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
        return false;
 }
 
+int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
+{
+       int i;
+       const mplane_t *p;
+       for (i = 0;i < numplanes;i++)
+       {
+               p = planes + i;
+               switch(p->signbits)
+               {
+               default:
+               case 0:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 1:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 2:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 3:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+                               return true;
+                       break;
+               case 4:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 5:
+                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 6:
+                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               case 7:
+                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+                               return true;
+                       break;
+               }
+       }
+       return false;
+}
+
 //==================================================================================
 
 static void R_UpdateEntityLighting(entity_render_t *ent)
@@ -1297,7 +1692,14 @@ static void R_UpdateEntityLighting(entity_render_t *ent)
 
        // move the light direction into modelspace coordinates for lighting code
        Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
-       VectorNormalize(ent->modellight_lightdir);
+       if(VectorLength2(ent->modellight_lightdir) > 0)
+       {
+               VectorNormalize(ent->modellight_lightdir);
+       }
+       else
+       {
+               VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+       }
 
        // scale ambient and directional light contributions according to rendering variables
        ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
@@ -1323,14 +1725,14 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
                }
                if(r_cullentities_trace.integer)
                {
                        for (i = 0;i < r_refdef.numentities;i++)
                        {
                                ent = r_refdef.entities[i];
-                               if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->model && (ent->model->name[0] == '*')))
+                               if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
                                {
                                        if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
                                                ent->last_trace_visibility = realtime;
@@ -1400,8 +1802,29 @@ void R_DrawModels(void)
        }
 }
 
+void R_DrawModelsDepth(void)
+{
+       int i;
+       entity_render_t *ent;
+
+       if (!r_drawentities.integer)
+               return;
+
+       for (i = 0;i < r_refdef.numentities;i++)
+       {
+               if (!r_viewcache.entityvisible[i])
+                       continue;
+               ent = r_refdef.entities[i];
+               r_refdef.stats.entities++;
+               if (ent->model && ent->model->DrawDepth != NULL)
+                       ent->model->DrawDepth(ent);
+       }
+}
+
 static void R_View_SetFrustum(void)
 {
+       double slopex, slopey;
+
        // break apart the view matrix into vectors for various purposes
        Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
        VectorNegate(r_view.left, r_view.right);
@@ -1470,10 +1893,12 @@ static void R_View_SetFrustum(void)
 
 
 
-       VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
-       VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
-       VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
-       VectorMAM(1, r_view.forward, 1.0 /  r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
+       slopex = 1.0 / r_view.frustum_x;
+       slopey = 1.0 / r_view.frustum_y;
+       VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
+       VectorMA(r_view.forward,  slopex, r_view.left, r_view.frustum[1].normal);
+       VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
+       VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
        VectorCopy(r_view.forward, r_view.frustum[4].normal);
        VectorNormalize(r_view.frustum[0].normal);
        VectorNormalize(r_view.frustum[1].normal);
@@ -1490,6 +1915,12 @@ static void R_View_SetFrustum(void)
        PlaneClassify(&r_view.frustum[3]);
        PlaneClassify(&r_view.frustum[4]);
 
+       // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[2]);
+       VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward,  1024 * slopex, r_view.left,  1024 * slopey, r_view.up, r_view.frustumcorner[3]);
+
        // LordHavoc: note to all quake engine coders, Quake had a special case
        // for 90 degrees which assumed a square view (wrong), so I removed it,
        // Quake2 has it disabled as well.
@@ -1556,10 +1987,11 @@ void R_ResetViewRendering2D(void)
        GL_AlphaTest(false);
        GL_ScissorTest(false);
        GL_DepthMask(false);
+       GL_DepthRange(0, 1);
        GL_DepthTest(false);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(0, 0);
        qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
@@ -1588,10 +2020,11 @@ void R_ResetViewRendering3D(void)
        GL_AlphaTest(false);
        GL_ScissorTest(true);
        GL_DepthMask(true);
+       GL_DepthRange(0, 1);
        GL_DepthTest(true);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        qglDisable(GL_STENCIL_TEST);CHECKGLERROR
@@ -1768,9 +2201,9 @@ void R_Bloom_CopyScreenTexture(float colorscale)
        r_refdef.stats.bloom++;
 
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f);
-       R_Mesh_ColorPointer(NULL);
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
 
        // copy view into the screen texture
@@ -1785,7 +2218,7 @@ void R_Bloom_CopyScreenTexture(float colorscale)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_Color(colorscale, colorscale, colorscale, 1);
        // TODO: optimize with multitexture or GLSL
-       R_Mesh_Draw(0, 4, 2, polygonelements);
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
        // we now have a bloom image in the framebuffer
@@ -1814,8 +2247,8 @@ void R_Bloom_MakeTexture(void)
        r_refdef.stats.bloom++;
 
        R_ResetViewRendering2D();
-       R_Mesh_VertexPointer(r_screenvertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
 
        // we have a bloom image in the framebuffer
        CHECKGLERROR
@@ -1828,8 +2261,8 @@ void R_Bloom_MakeTexture(void)
                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                GL_Color(r, r, r, 1);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                // copy the vertically blurred bloom view to a texture
@@ -1844,7 +2277,7 @@ void R_Bloom_MakeTexture(void)
        if (r_hdr.integer)
                brighten *= r_hdr_range.value;
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
+       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
 
        for (dir = 0;dir < 2;dir++)
        {
@@ -1873,7 +2306,7 @@ void R_Bloom_MakeTexture(void)
                        //r = (dir ? 1.0f : brighten)/(range*2+1);
                        r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
@@ -1891,17 +2324,17 @@ void R_Bloom_MakeTexture(void)
        {
                GL_BlendFunc(GL_ONE, GL_ZERO);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                GL_Color(1, 1, 1, 1);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
 
                GL_BlendFunc(GL_ONE, GL_ONE);
                qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
                qglBlendEquationEXT(GL_FUNC_ADD_EXT);
 
@@ -1957,13 +2390,13 @@ static void R_BlendView(void)
                // the bloom texture was made earlier this render, so we just need to
                // blend it onto the screen...
                R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ONE);
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
        }
        else if (r_bloomstate.enabled)
@@ -1976,40 +2409,40 @@ static void R_BlendView(void)
                // put the original screen image back in place and blend the bloom
                // texture on it
                R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                GL_Color(1, 1, 1, 1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                // do both in one pass if possible
                R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
-               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+               R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
                if (r_textureunits.integer >= 2 && gl_combine.integer)
                {
                        R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
                        R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
-                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
+                       R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
                else
                {
-                       R_Mesh_Draw(0, 4, 2, polygonelements);
+                       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
                        // now blend on the bloom texture
                        GL_BlendFunc(GL_ONE, GL_ONE);
                        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
-                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+                       R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
                }
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
                r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
        }
        if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
        {
                // apply a color tint to the whole view
                R_ResetViewRendering2D();
-               R_Mesh_VertexPointer(r_screenvertex3f);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
 }
 
@@ -2026,15 +2459,17 @@ void R_UpdateVariables(void)
                r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
        r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
 
+       if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
+               Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
        r_refdef.polygonfactor = 0;
        r_refdef.polygonoffset = 0;
-       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
-       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
+       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
 
        r_refdef.rtworld = r_shadow_realtime_world.integer;
        r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
        r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
-       r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+       r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
        r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (r_showsurfaces.integer)
        {
@@ -2078,7 +2513,7 @@ void R_UpdateVariables(void)
                // (0.9986 * 256 == 255.6)
                r_refdef.fogrange = 400 / r_refdef.fog_density;
                r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
-               r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
+               r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
                // fog color was already set
        }
        else
@@ -2132,6 +2567,9 @@ void R_RenderView(void)
 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);
 void R_RenderScene(void)
 {
        // don't let sound skip if going slow
@@ -2161,13 +2599,26 @@ void R_RenderScene(void)
 
                if (R_DrawBrushModelsSky() && r_timereport_active)
                        R_TimeReport("bmodelsky");
+       }
 
-               if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
-               {
-                       r_refdef.worldmodel->Draw(r_refdef.worldentity);
-                       if (r_timereport_active)
-                               R_TimeReport("world");
-               }
+       if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
+       {
+               r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
+               if (r_timereport_active)
+                       R_TimeReport("worlddepth");
+       }
+       if (r_depthfirst.integer >= 2)
+       {
+               R_DrawModelsDepth();
+               if (r_timereport_active)
+                       R_TimeReport("modeldepth");
+       }
+
+       if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+       {
+               r_refdef.worldmodel->Draw(r_refdef.worldentity);
+               if (r_timereport_active)
+                       R_TimeReport("world");
        }
 
        // don't let sound skip if going slow
@@ -2222,6 +2673,13 @@ void R_RenderScene(void)
        }
        VM_CL_AddPolygonsToMeshQueue();
 
+       if (cl_locs_show.integer)
+       {
+               R_DrawLocs();
+               if (r_timereport_active)
+                       R_TimeReport("showlocs");
+       }
+
        if (r_drawportals.integer)
        {
                R_DrawPortals();
@@ -2229,6 +2687,13 @@ void R_RenderScene(void)
                        R_TimeReport("portals");
        }
 
+       if (r_showbboxes.value > 0)
+       {
+               R_DrawEntityBBoxes();
+               if (r_timereport_active)
+                       R_TimeReport("bboxes");
+       }
+
        if (gl_support_fragment_shader)
        {
                qglUseProgramObjectARB(0);CHECKGLERROR
@@ -2256,17 +2721,28 @@ void R_RenderScene(void)
        R_ResetViewRendering2D();
 }
 
-/*
+static const int bboxelements[36] =
+{
+       5, 1, 3, 5, 3, 7,
+       6, 2, 0, 6, 0, 4,
+       7, 3, 2, 7, 2, 6,
+       4, 0, 1, 4, 1, 5,
+       4, 5, 7, 4, 7, 6,
+       1, 0, 2, 1, 2, 3,
+};
+
 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
 {
        int i;
-       float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+       float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
-       GL_DepthTest(true);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
 
-       vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+       vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
        vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
        vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
@@ -2274,24 +2750,73 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
        vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
        vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
-       R_FillColors(color, 8, cr, cg, cb, ca);
+       R_FillColors(color4f, 8, cr, cg, cb, ca);
        if (r_refdef.fogenabled)
        {
-               for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+               for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
                {
-                       f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
-                       f1 = 1 - f2;
+                       f1 = FogPoint_World(v);
+                       f2 = 1 - f1;
                        c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
                        c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
                        c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
                }
        }
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(color);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(color4f, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(8, 12);
+       R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
+}
+
+static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+       int i;
+       float color[4];
+       prvm_edict_t *edict;
+       // this function draws bounding boxes of server entities
+       if (!sv.active)
+               return;
+       SV_VM_Begin();
+       for (i = 0;i < numsurfaces;i++)
+       {
+               edict = PRVM_EDICT_NUM(surfacelist[i]);
+               switch ((int)edict->fields.server->solid)
+               {
+                       case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
+                       case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
+                       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;
+                       default:             Vector4Set(color, 0, 0, 0, 0.50);break;
+               }
+               color[3] *= r_showbboxes.value;
+               color[3] = bound(0, color[3], 1);
+               GL_DepthTest(!r_showdisabledepthtest.integer);
+               GL_CullFace(GL_BACK);
+               R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
+       }
+       SV_VM_End();
+}
+
+static void R_DrawEntityBBoxes(void)
+{
+       int i;
+       prvm_edict_t *edict;
+       vec3_t center;
+       // this function draws bounding boxes of server entities
+       if (!sv.active)
+               return;
+       SV_VM_Begin();
+       for (i = 0;i < prog->num_edicts;i++)
+       {
+               edict = PRVM_EDICT_NUM(i);
+               if (edict->priv.server->free)
+                       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);
+       }
+       SV_VM_End();
 }
-*/
 
 int nomodelelements[24] =
 {
@@ -2349,17 +2874,19 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_DepthMask(true);
        }
+       GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
-       GL_CullFace((ent->flags & RENDER_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-       R_Mesh_VertexPointer(nomodelvertex3f);
+       GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
        if (r_refdef.fogenabled)
        {
                vec3_t org;
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               R_Mesh_ColorPointer(color4f);
+               R_Mesh_ColorPointer(color4f, 0, 0);
                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
-               f1 = 1 - f2;
+               f1 = FogPoint_World(org);
+               f2 = 1 - f1;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
                        c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
@@ -2371,14 +2898,14 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
        else if (ent->alpha != 1)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
-               R_Mesh_ColorPointer(color4f);
+               R_Mesh_ColorPointer(color4f, 0, 0);
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                        c[3] *= ent->alpha;
        }
        else
-               R_Mesh_ColorPointer(nomodelcolor4f);
+               R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(0, 6, 8, nomodelelements);
+       R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
 }
 
 void R_DrawNoModel(entity_render_t *ent)
@@ -2386,7 +2913,7 @@ void R_DrawNoModel(entity_render_t *ent)
        vec3_t org;
        Matrix4x4_OriginFromMatrix(&ent->matrix, org);
        //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
-               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
+               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
        //else
        //      R_DrawNoModelCallback(ent, 0);
 }
@@ -2423,18 +2950,29 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo
 
 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
 {
-       float fog = 0.0f, ifog;
+       float fog = 1.0f;
        float vertex3f[12];
 
        if (r_refdef.fogenabled)
-               fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
-       ifog = 1 - fog;
+               fog = FogPoint_World(origin);
 
        R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(blendfunc1, blendfunc2);
+
+       if(v_flipped_state)
+       {
+               scalex1 = -scalex1;
+               scalex2 = -scalex2;
+               GL_CullFace(GL_BACK);
+       }
+       else
+               GL_CullFace(GL_FRONT);
+
        GL_DepthMask(false);
+       GL_DepthRange(0, depthshort ? 0.0625 : 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(!depthdisable);
 
        vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
@@ -2450,21 +2988,22 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
        vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
 
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        R_Mesh_TexBind(0, R_GetTexture(texture));
-       R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
+       R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
        // FIXME: fixed function path can't properly handle r_view.colorscale > 1
-       GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
-       R_Mesh_Draw(0, 4, 2, polygonelements);
+       GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
 
        if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
        {
                R_Mesh_TexBind(0, R_GetTexture(fogtexture));
                GL_BlendFunc(blendfunc1, GL_ONE);
+               fog = 1 - fog;
                GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
-               R_Mesh_Draw(0, 4, 2, polygonelements);
+               R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
 }
 
@@ -2569,11 +3108,11 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
 static void R_DrawCollisionBrush(const colbrushf_t *brush)
 {
        int i;
-       R_Mesh_VertexPointer(brush->points->v);
+       R_Mesh_VertexPointer(brush->points->v, 0, 0);
        i = (int)(((size_t)brush) / sizeof(colbrushf_t));
        GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
        GL_LockArrays(0, brush->numpoints);
-       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+       R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
        GL_LockArrays(0, 0);
 }
 
@@ -2582,11 +3121,11 @@ static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t
        int i;
        if (!surface->num_collisiontriangles)
                return;
-       R_Mesh_VertexPointer(surface->data_collisionvertex3f);
+       R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
        i = (int)(((size_t)surface) / sizeof(msurface_t));
        GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
        GL_LockArrays(0, surface->num_collisionvertices);
-       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+       R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
        GL_LockArrays(0, 0);
 }
 
@@ -2606,9 +3145,46 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
        layer->color[3] = a;
 }
 
+static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
+{
+       double index, f;
+       index = parms[2] + r_refdef.time * parms[3];
+       index -= floor(index);
+       switch (func)
+       {
+       default:
+       case Q3WAVEFUNC_NONE:
+       case Q3WAVEFUNC_NOISE:
+       case Q3WAVEFUNC_COUNT:
+               f = 0;
+               break;
+       case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
+       case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
+       case Q3WAVEFUNC_SAWTOOTH: f = index;break;
+       case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
+       case Q3WAVEFUNC_TRIANGLE:
+               index *= 4;
+               f = index - floor(index);
+               if (index < 1)
+                       f = f;
+               else if (index < 2)
+                       f = 1 - f;
+               else if (index < 3)
+                       f = -f;
+               else
+                       f = -(1 - f);
+               break;
+       }
+       return (float)(parms[0] + parms[1] * f);
+}
+
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
+       int i;
        model_t *model = ent->model;
+       float f;
+       float tcmat[12];
+       q3shaderinfo_layer_tcmod_t *tcmod;
 
        // switch to an alternate material if this is a q1bsp animated material
        {
@@ -2637,11 +3213,23 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                texture->currentframe = t;
        }
 
-       // pick a new currentskinframe if the material is animated
-       if (t->numskinframes >= 2)
-               t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
+       // update currentskinframe to be a qw skin or animation frame
+       if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
+       {
+               if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
+               {
+                       strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
+                       Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
+                       r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
+               }
+               t->currentskinframe = r_qwskincache_skinframe[i];
+               if (t->currentskinframe == NULL)
+                       t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
+       }
+       else if (t->numskinframes >= 2)
+               t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
        if (t->backgroundnumskinframes >= 2)
-               t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
+               t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
@@ -2650,26 +3238,79 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
-               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
-               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
-       if (ent->flags & RENDER_NOCULLFACE)
-               t->currentmaterialflags |= MATERIALFLAG_NOSHADOW;
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
+       if (ent->effects & EF_DOUBLESIDED)
+               t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
        if (ent->effects & EF_NODEPTHTEST)
-               t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
-       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
-               t->currenttexmatrix = r_waterscrollmatrix;
-       else
-               t->currenttexmatrix = identitymatrix;
-       if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+               t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
+       if (ent->flags & RENDER_VIEWMODEL)
+               t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
+       if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
 
+       for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
+       {
+               matrix4x4_t matrix;
+               switch(tcmod->tcmod)
+               {
+               case Q3TCMOD_COUNT:
+               case Q3TCMOD_NONE:
+                       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+                               matrix = r_waterscrollmatrix;
+                       else
+                               matrix = identitymatrix;
+                       break;
+               case Q3TCMOD_ENTITYTRANSLATE:
+                       // this is used in Q3 to allow the gamecode to control texcoord
+                       // scrolling on the entity, which is not supported in darkplaces yet.
+                       Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
+                       break;
+               case Q3TCMOD_ROTATE:
+                       Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
+                       Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
+                       Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
+                       break;
+               case Q3TCMOD_SCALE:
+                       Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
+                       break;
+               case Q3TCMOD_SCROLL:
+                       Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
+                       break;
+               case Q3TCMOD_STRETCH:
+                       f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
+                       Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
+                       break;
+               case Q3TCMOD_TRANSFORM:
+                       VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
+                       VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
+                       VectorSet(tcmat +  6, 0                   , 0                , 1);
+                       VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
+                       Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
+                       break;
+               case Q3TCMOD_TURBULENT:
+                       // this is handled in the RSurf_PrepareVertices function
+                       matrix = identitymatrix;
+                       break;
+               }
+               // either replace or concatenate the transformation
+               if (i < 1)
+                       t->currenttexmatrix = matrix;
+               else
+               {
+                       matrix4x4_t temp = t->currenttexmatrix;
+                       Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
+               }
+       }
+
        t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
        t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
        t->glosstexture = r_texture_white;
        t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
        t->backgroundglosstexture = r_texture_white;
        t->specularpower = r_shadow_glossexponent.value;
+       // TODO: store reference values for these in the texture?
        t->specularscale = 0;
        if (r_shadow_gloss.integer > 0)
        {
@@ -2686,12 +3327,22 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                        t->specularscale = r_shadow_gloss2intensity.value;
        }
 
+       t->currentpolygonfactor = r_refdef.polygonfactor;
+       t->currentpolygonoffset = r_refdef.polygonoffset;
+       // submodels are biased to avoid z-fighting with world surfaces that they
+       // may be exactly overlapping (avoids z-fighting artifacts on certain
+       // doors and things in Quake maps)
+       if (ent->model->brush.submodel)
+       {
+               t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value;
+               t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value;
+       }
+
+       VectorClear(t->dlightcolor);
        t->currentnumlayers = 0;
        if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
        {
-               if (gl_lightmaps.integer)
-                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
-               else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+               if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
                {
                        int blendfunc1, blendfunc2, depthmask;
                        if (t->currentmaterialflags & MATERIALFLAG_ADD)
@@ -2734,6 +3385,8 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                else
                                {
                                        float colorscale;
+                                       // set the color tint used for lights affecting this surface
+                                       VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
                                        colorscale = 2;
                                        // q3bsp has no lightmap updates, so the lightstylevalue that
                                        // would normally be baked into the lightmap must be
@@ -2783,222 +3436,599 @@ void R_UpdateAllTextureInfo(entity_render_t *ent)
 {
        int i;
        if (ent->model)
-               for (i = 0;i < ent->model->num_textures;i++)
+               for (i = 0;i < ent->model->num_texturesperskin;i++)
                        R_UpdateTextureInfo(ent, ent->model->data_textures + i);
 }
 
-int rsurface_array_size = 0;
-float *rsurface_array_modelvertex3f = NULL;
-float *rsurface_array_modelsvector3f = NULL;
-float *rsurface_array_modeltvector3f = NULL;
-float *rsurface_array_modelnormal3f = NULL;
-float *rsurface_array_deformedvertex3f = NULL;
-float *rsurface_array_deformedsvector3f = NULL;
-float *rsurface_array_deformedtvector3f = NULL;
-float *rsurface_array_deformednormal3f = NULL;
-float *rsurface_array_color4f = NULL;
-float *rsurface_array_texcoord3f = NULL;
+rsurfacestate_t rsurface;
 
 void R_Mesh_ResizeArrays(int newvertices)
 {
        float *base;
-       if (rsurface_array_size >= newvertices)
+       if (rsurface.array_size >= newvertices)
                return;
-       if (rsurface_array_modelvertex3f)
-               Mem_Free(rsurface_array_modelvertex3f);
-       rsurface_array_size = (newvertices + 1023) & ~1023;
-       base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
-       rsurface_array_modelvertex3f     = base + rsurface_array_size * 0;
-       rsurface_array_modelsvector3f    = base + rsurface_array_size * 3;
-       rsurface_array_modeltvector3f    = base + rsurface_array_size * 6;
-       rsurface_array_modelnormal3f     = base + rsurface_array_size * 9;
-       rsurface_array_deformedvertex3f  = base + rsurface_array_size * 12;
-       rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
-       rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
-       rsurface_array_deformednormal3f  = base + rsurface_array_size * 21;
-       rsurface_array_texcoord3f        = base + rsurface_array_size * 24;
-       rsurface_array_color4f           = base + rsurface_array_size * 27;
+       if (rsurface.array_modelvertex3f)
+               Mem_Free(rsurface.array_modelvertex3f);
+       rsurface.array_size = (newvertices + 1023) & ~1023;
+       base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
+       rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
+       rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
+       rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
+       rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
+       rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
+       rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
+       rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
+       rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
+       rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
+       rsurface.array_color4f           = base + rsurface.array_size * 27;
+       rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
 }
 
-float *rsurface_modelvertex3f;
-float *rsurface_modelsvector3f;
-float *rsurface_modeltvector3f;
-float *rsurface_modelnormal3f;
-float *rsurface_vertex3f;
-float *rsurface_svector3f;
-float *rsurface_tvector3f;
-float *rsurface_normal3f;
-float *rsurface_lightmapcolor4f;
-vec3_t rsurface_modelorg;
-qboolean rsurface_generatedvertex;
-const entity_render_t *rsurface_entity;
-const model_t *rsurface_model;
-texture_t *rsurface_texture;
-qboolean rsurface_uselightmaptexture;
-rsurfmode_t rsurface_mode;
-int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
-
 void RSurf_CleanUp(void)
 {
        CHECKGLERROR
-       if (rsurface_mode == RSURFMODE_GLSL)
+       if (rsurface.mode == RSURFMODE_GLSL)
        {
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
        GL_AlphaTest(false);
-       rsurface_mode = RSURFMODE_NONE;
-       rsurface_uselightmaptexture = false;
-       rsurface_texture = NULL;
+       rsurface.mode = RSURFMODE_NONE;
+       rsurface.uselightmaptexture = false;
+       rsurface.texture = NULL;
 }
 
 void RSurf_ActiveWorldEntity(void)
 {
+       model_t *model = r_refdef.worldmodel;
        RSurf_CleanUp();
-       rsurface_entity = r_refdef.worldentity;
-       rsurface_model = r_refdef.worldmodel;
-       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
-               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+       if (rsurface.array_size < model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
+       rsurface.matrix = identitymatrix;
+       rsurface.inversematrix = identitymatrix;
        R_Mesh_Matrix(&identitymatrix);
-       VectorCopy(r_view.origin, rsurface_modelorg);
-       rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
-       rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
-       rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
-       rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
-       rsurface_generatedvertex = false;
-       rsurface_vertex3f  = rsurface_modelvertex3f;
-       rsurface_svector3f = rsurface_modelsvector3f;
-       rsurface_tvector3f = rsurface_modeltvector3f;
-       rsurface_normal3f  = rsurface_modelnormal3f;
+       VectorCopy(r_view.origin, rsurface.modelorg);
+       VectorSet(rsurface.modellight_ambient, 0, 0, 0);
+       VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
+       VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
+       VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
+       VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+       rsurface.frameblend[0].frame = 0;
+       rsurface.frameblend[0].lerp = 1;
+       rsurface.frameblend[1].frame = 0;
+       rsurface.frameblend[1].lerp = 0;
+       rsurface.frameblend[2].frame = 0;
+       rsurface.frameblend[2].lerp = 0;
+       rsurface.frameblend[3].frame = 0;
+       rsurface.frameblend[3].lerp = 0;
+       rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
+       rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+       rsurface.modelsvector3f = model->surfmesh.data_svector3f;
+       rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
+       rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
+       rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
+       rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
+       rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+       rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
+       rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
+       rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+       rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
+       rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
+       rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
+       rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
+       rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelelement3i = model->surfmesh.data_element3i;
+       rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
+       rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
+       rsurface.modelnum_vertices = model->surfmesh.num_vertices;
+       rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+       rsurface.modelsurfaces = model->data_surfaces;
+       rsurface.generatedvertex = false;
+       rsurface.vertex3f  = rsurface.modelvertex3f;
+       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+       rsurface.svector3f = rsurface.modelsvector3f;
+       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+       rsurface.tvector3f = rsurface.modeltvector3f;
+       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+       rsurface.normal3f  = rsurface.modelnormal3f;
+       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
+       model_t *model = ent->model;
        RSurf_CleanUp();
-       rsurface_entity = ent;
-       rsurface_model = ent->model;
-       if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
-               R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
-       if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
+       if (rsurface.array_size < model->surfmesh.num_vertices)
+               R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
+       rsurface.matrix = ent->matrix;
+       rsurface.inversematrix = ent->inversematrix;
+       R_Mesh_Matrix(&rsurface.matrix);
+       Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
+       VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
+       VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
+       VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
+       VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
+       VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+       rsurface.frameblend[0] = ent->frameblend[0];
+       rsurface.frameblend[1] = ent->frameblend[1];
+       rsurface.frameblend[2] = ent->frameblend[2];
+       rsurface.frameblend[3] = ent->frameblend[3];
+       if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
        {
                if (wanttangents)
                {
-                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
-                       rsurface_modelsvector3f = rsurface_array_modelsvector3f;
-                       rsurface_modeltvector3f = rsurface_array_modeltvector3f;
-                       rsurface_modelnormal3f = rsurface_array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
+                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+                       rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
                }
                else if (wantnormals)
                {
-                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
-                       rsurface_modelsvector3f = NULL;
-                       rsurface_modeltvector3f = NULL;
-                       rsurface_modelnormal3f = rsurface_array_modelnormal3f;
-                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
+                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelsvector3f = NULL;
+                       rsurface.modeltvector3f = NULL;
+                       rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
                }
                else
                {
-                       rsurface_modelvertex3f = rsurface_array_modelvertex3f;
-                       rsurface_modelsvector3f = NULL;
-                       rsurface_modeltvector3f = NULL;
-                       rsurface_modelnormal3f = NULL;
-                       Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
+                       rsurface.modelvertex3f = rsurface.array_modelvertex3f;
+                       rsurface.modelsvector3f = NULL;
+                       rsurface.modeltvector3f = NULL;
+                       rsurface.modelnormal3f = NULL;
+                       Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
                }
-               rsurface_generatedvertex = true;
+               rsurface.modelvertex3f_bufferobject = 0;
+               rsurface.modelvertex3f_bufferoffset = 0;
+               rsurface.modelsvector3f_bufferobject = 0;
+               rsurface.modelsvector3f_bufferoffset = 0;
+               rsurface.modeltvector3f_bufferobject = 0;
+               rsurface.modeltvector3f_bufferoffset = 0;
+               rsurface.modelnormal3f_bufferobject = 0;
+               rsurface.modelnormal3f_bufferoffset = 0;
+               rsurface.generatedvertex = true;
        }
        else
        {
-               rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
-               rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
-               rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
-               rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
-               rsurface_generatedvertex = false;
+               rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
+               rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
+               rsurface.modelsvector3f = model->surfmesh.data_svector3f;
+               rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
+               rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
+               rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
+               rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
+               rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
+               rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
+               rsurface.generatedvertex = false;
        }
-       rsurface_vertex3f  = rsurface_modelvertex3f;
-       rsurface_svector3f = rsurface_modelsvector3f;
-       rsurface_tvector3f = rsurface_modeltvector3f;
-       rsurface_normal3f  = rsurface_modelnormal3f;
+       rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
+       rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
+       rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
+       rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
+       rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
+       rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
+       rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
+       rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
+       rsurface.modelelement3i = model->surfmesh.data_element3i;
+       rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
+       rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
+       rsurface.modelnum_vertices = model->surfmesh.num_vertices;
+       rsurface.modelnum_triangles = model->surfmesh.num_triangles;
+       rsurface.modelsurfaces = model->data_surfaces;
+       rsurface.vertex3f  = rsurface.modelvertex3f;
+       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+       rsurface.svector3f = rsurface.modelsvector3f;
+       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+       rsurface.tvector3f = rsurface.modeltvector3f;
+       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+       rsurface.normal3f  = rsurface.modelnormal3f;
+       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
 }
 
+static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
-       if (rsurface_generatedvertex)
+       int deformindex;
+       int texturesurfaceindex;
+       int i, j;
+       float amplitude;
+       float animpos;
+       float scale;
+       const float *v1, *in_tc;
+       float *out_tc;
+       float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
+       float waveparms[4];
+       q3shaderinfo_deform_t *deform;
+       // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
+       if (rsurface.generatedvertex)
        {
-               if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                       generatetangents = true;
-               if (generatetangents)
+               if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
                        generatenormals = true;
-               if (generatenormals && !rsurface_modelnormal3f)
+               for (i = 0;i < Q3MAXDEFORMS;i++)
+               {
+                       if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
+                       {
+                               generatetangents = true;
+                               generatenormals = true;
+                       }
+                       if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
+                               generatenormals = true;
+               }
+               if (generatenormals && !rsurface.modelnormal3f)
                {
-                       rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
-                       Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
+                       rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
+                       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
+                       Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
                }
-               if (generatetangents && !rsurface_modelsvector3f)
+               if (generatetangents && !rsurface.modelsvector3f)
                {
-                       rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
-                       rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
-                       Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
+                       rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
+                       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
+                       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
+                       Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
                }
        }
-       // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
-       if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       rsurface.vertex3f  = rsurface.modelvertex3f;
+       rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
+       rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
+       rsurface.svector3f = rsurface.modelsvector3f;
+       rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
+       rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
+       rsurface.tvector3f = rsurface.modeltvector3f;
+       rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
+       rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
+       rsurface.normal3f  = rsurface.modelnormal3f;
+       rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
+       rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
+       // if vertices are deformed (sprite flares and things in maps, possibly
+       // water waves, bulges and other deformations), generate them into
+       // rsurface.deform* arrays from whatever the rsurface.* arrays point to
+       // (may be static model data or generated data for an animated model, or
+       //  the previous deform pass)
+       for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
        {
-               int texturesurfaceindex;
-               float center[3], forward[3], right[3], up[3], v[4][3];
-               matrix4x4_t matrix1, imatrix1;
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
-               // make deformed versions of only the model vertices used by the specified surfaces
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               switch (deform->deform)
                {
-                       int i, j;
-                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       // a single autosprite surface can contain multiple sprites...
-                       for (j = 0;j < surface->num_vertices - 3;j += 4)
+               default:
+               case Q3DEFORM_PROJECTIONSHADOW:
+               case Q3DEFORM_TEXT0:
+               case Q3DEFORM_TEXT1:
+               case Q3DEFORM_TEXT2:
+               case Q3DEFORM_TEXT3:
+               case Q3DEFORM_TEXT4:
+               case Q3DEFORM_TEXT5:
+               case Q3DEFORM_TEXT6:
+               case Q3DEFORM_TEXT7:
+               case Q3DEFORM_NONE:
+                       break;
+               case Q3DEFORM_AUTOSPRITE:
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+                       VectorNormalize(newforward);
+                       VectorNormalize(newright);
+                       VectorNormalize(newup);
+                       // make deformed versions of only the model vertices used by the specified surfaces
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
-                               VectorClear(center);
-                               for (i = 0;i < 4;i++)
-                                       VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
-                               VectorScale(center, 0.25f, center);
-                               if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               // a single autosprite surface can contain multiple sprites...
+                               for (j = 0;j < surface->num_vertices - 3;j += 4)
                                {
-                                       forward[0] = rsurface_modelorg[0] - center[0];
-                                       forward[1] = rsurface_modelorg[1] - center[1];
-                                       forward[2] = 0;
-                                       VectorNormalize(forward);
-                                       right[0] = forward[1];
-                                       right[1] = -forward[0];
-                                       right[2] = 0;
-                                       VectorSet(up, 0, 0, 1);
+                                       VectorClear(center);
+                                       for (i = 0;i < 4;i++)
+                                               VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                       VectorScale(center, 0.25f, center);
+                                       VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
+                                       VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
+                                       VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
+                                       for (i = 0;i < 4;i++)
+                                       {
+                                               VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
+                                               VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       }
                                }
-                               // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                               Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
-                               Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                               for (i = 0;i < 4;i++)
-                                       Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                               for (i = 0;i < 4;i++)
-                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
                        }
-                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
-                       Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       rsurface.svector3f = rsurface.array_deformedsvector3f;
+                       rsurface.svector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
+                       rsurface.tvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = 0;
+                       rsurface.normal3f = rsurface.array_deformednormal3f;
+                       rsurface.normal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_AUTOSPRITE2:
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
+                       Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
+                       VectorNormalize(newforward);
+                       VectorNormalize(newright);
+                       VectorNormalize(newup);
+                       // make deformed versions of only the model vertices used by the specified surfaces
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               const float *v1, *v2;
+                               float f, l;
+                               struct
+                               {
+                                       float length2;
+                                       int quadedge;
+                               }
+                               shortest[2];
+                               // a single autosprite surface can contain multiple sprites...
+                               for (j = 0;j < surface->num_vertices - 3;j += 4)
+                               {
+                                       VectorClear(center);
+                                       for (i = 0;i < 4;i++)
+                                               VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                                       VectorScale(center, 0.25f, center);
+                                       shortest[0].quadedge = shortest[1].quadedge = 0;
+                                       shortest[0].length2 = shortest[1].length2 = 0;
+                                       // find the two shortest edges, then use them to define the
+                                       // axis vectors for rotating around the central axis
+                                       for (i = 0;i < 6;i++)
+                                       {
+                                               v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
+                                               v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+                                               l = VectorDistance2(v1, v2);
+                                               if (shortest[0].length2 > l || i == 0)
+                                               {
+                                                       shortest[1] = shortest[0];
+                                                       shortest[0].length2 = l;
+                                                       shortest[0].quadedge = i;
+                                               }
+                                               else if (shortest[1].length2 > l || i == 1)
+                                               {
+                                                       shortest[1].length2 = l;
+                                                       shortest[1].quadedge = i;
+                                               }
+                                       }
+                                       // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
+                                       for (i = 0;i < 3;i++)
+                                       {
+                                               right[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+                                                                + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
+                                               up[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
+                                                         + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+                                                         - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
+                                                         - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
+                                       }
+                                       // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
+                                       VectorSubtract(rsurface.modelorg, center, forward);
+                                       CrossProduct(up, forward, newright);
+                                       // normalize the vectors involved
+                                       VectorNormalize(right);
+                                       VectorNormalize(newright);
+                                       // rotate the quad around the up axis vector, this is made
+                                       // especially easy by the fact we know the quad is flat,
+                                       // so we only have to subtract the center position and
+                                       // measure distance along the right vector, and then
+                                       // multiply that by the newright vector and add back the
+                                       // center position
+                                       // we also need to subtract the old position to undo the
+                                       // displacement from the center, which we do with a
+                                       // DotProduct, the subtraction/addition of center is also
+                                       // optimized into DotProducts here
+                                       l = DotProduct(newright, center) - DotProduct(right, center);
+                                       for (i = 0;i < 4;i++)
+                                       {
+                                               v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
+                                               f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
+                                               VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       }
+                               }
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       rsurface.svector3f = rsurface.array_deformedsvector3f;
+                       rsurface.svector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
+                       rsurface.tvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = 0;
+                       rsurface.normal3f = rsurface.array_deformednormal3f;
+                       rsurface.normal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_NORMAL:
+                       // deform the normals to make reflections wavey
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                               {
+                                       float vertex[3];
+                                       float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
+                                       VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
+                                       VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
+                                       normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
+                                       VectorNormalize(normal);
+                               }
+                               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       rsurface.svector3f = rsurface.array_deformedsvector3f;
+                       rsurface.svector3f_bufferobject = 0;
+                       rsurface.svector3f_bufferoffset = 0;
+                       rsurface.tvector3f = rsurface.array_deformedtvector3f;
+                       rsurface.tvector3f_bufferobject = 0;
+                       rsurface.tvector3f_bufferoffset = 0;
+                       rsurface.normal3f = rsurface.array_deformednormal3f;
+                       rsurface.normal3f_bufferobject = 0;
+                       rsurface.normal3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_WAVE:
+                       // deform vertex array to make wavey water and flags and such
+                       waveparms[0] = deform->waveparms[0];
+                       waveparms[1] = deform->waveparms[1];
+                       waveparms[2] = deform->waveparms[2];
+                       waveparms[3] = deform->waveparms[3];
+                       // this is how a divisor of vertex influence on deformation
+                       animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
+                       scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                               {
+                                       float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
+                                       VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
+                                       // if the wavefunc depends on time, evaluate it per-vertex
+                                       if (waveparms[3])
+                                       {
+                                               waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
+                                               scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
+                                       }
+                                       VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
+                               }
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_BULGE:
+                       // deform vertex array to make the surface have moving bulges
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                               {
+                                       scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
+                                       VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
+                               }
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       break;
+               case Q3DEFORM_MOVE:
+                       // deform vertex array
+                       scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
+                       VectorScale(deform->parms, scale, waveparms);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                               for (j = 0;j < surface->num_vertices;j++)
+                                       VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
+                       }
+                       rsurface.vertex3f = rsurface.array_deformedvertex3f;
+                       rsurface.vertex3f_bufferobject = 0;
+                       rsurface.vertex3f_bufferoffset = 0;
+                       break;
                }
-               rsurface_vertex3f = rsurface_array_deformedvertex3f;
-               rsurface_svector3f = rsurface_array_deformedsvector3f;
-               rsurface_tvector3f = rsurface_array_deformedtvector3f;
-               rsurface_normal3f = rsurface_array_deformednormal3f;
        }
-       else
+       // generate texcoords based on the chosen texcoord source
+       switch(rsurface.texture->tcgen.tcgen)
+       {
+       default:
+       case Q3TCGEN_TEXTURE:
+               rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
+               rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
+               break;
+       case Q3TCGEN_LIGHTMAP:
+               rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
+               rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
+               rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
+               break;
+       case Q3TCGEN_VECTOR:
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
+                       {
+                               out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
+                               out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
+               break;
+       case Q3TCGEN_ENVIRONMENT:
+               // make environment reflections using a spheremap
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
+                       const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
+                       float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
+                       for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
+                       {
+                               float l, d, eyedir[3];
+                               VectorSubtract(rsurface.modelorg, vertex, eyedir);
+                               l = 0.5f / VectorLength(eyedir);
+                               d = DotProduct(normal, eyedir)*2;
+                               out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
+                               out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
+               break;
+       }
+       // the only tcmod that needs software vertex processing is turbulent, so
+       // check for it here and apply the changes if needed
+       // and we only support that as the first one
+       // (handling a mixture of turbulent and other tcmods would be problematic
+       //  without punting it entirely to a software path)
+       if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
        {
-               rsurface_vertex3f = rsurface_modelvertex3f;
-               rsurface_svector3f = rsurface_modelsvector3f;
-               rsurface_tvector3f = rsurface_modeltvector3f;
-               rsurface_normal3f = rsurface_modelnormal3f;
+               amplitude = rsurface.texture->tcmods[0].parms[1];
+               animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
+                       {
+                               out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                               out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+                       }
+               }
+               rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
+               rsurface.texcoordtexture2f_bufferobject  = 0;
+               rsurface.texcoordtexture2f_bufferoffset  = 0;
        }
-       R_Mesh_VertexPointer(rsurface_vertex3f);
+       rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
+       rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
+       rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
+       R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
 }
 
 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
@@ -3014,7 +4044,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
        if (texturenumsurfaces == 1)
        {
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
        }
        else if (r_batchmode.integer == 2)
        {
@@ -3027,10 +4057,10 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        j = i + 1;
                        if (surface->num_triangles > MAXBATCHTRIANGLES)
                        {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                                continue;
                        }
-                       memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+                       memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
                        batchtriangles = surface->num_triangles;
                        firstvertex = surface->num_firstvertex;
                        endvertex = surface->num_firstvertex + surface->num_vertices;
@@ -3039,14 +4069,14 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                                surface2 = texturesurfacelist[j];
                                if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
                                        break;
-                               memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+                               memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
                                batchtriangles += surface2->num_triangles;
                                firstvertex = min(firstvertex, surface2->num_firstvertex);
                                endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
                        }
                        surface2 = texturesurfacelist[j-1];
                        numvertices = endvertex - firstvertex;
-                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
+                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
                }
        }
        else if (r_batchmode.integer == 1)
@@ -3061,7 +4091,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
                        GL_LockArrays(surface->num_firstvertex, numvertices);
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
        else
@@ -3070,7 +4100,7 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                {
                        surface = texturesurfacelist[i];
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
 }
@@ -3092,7 +4122,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                if (deluxemaptexunit >= 0)
                        R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
        }
        else if (r_batchmode.integer == 2)
        {
@@ -3108,10 +4138,10 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        j = i + 1;
                        if (surface->num_triangles > MAXBATCHTRIANGLES)
                        {
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                                continue;
                        }
-                       memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+                       memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
                        batchtriangles = surface->num_triangles;
                        firstvertex = surface->num_firstvertex;
                        endvertex = surface->num_firstvertex + surface->num_vertices;
@@ -3120,20 +4150,20 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                                surface2 = texturesurfacelist[j];
                                if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
                                        break;
-                               memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+                               memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
                                batchtriangles += surface2->num_triangles;
                                firstvertex = min(firstvertex, surface2->num_firstvertex);
                                endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
                        }
                        surface2 = texturesurfacelist[j-1];
                        numvertices = endvertex - firstvertex;
-                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
+                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
                }
        }
        else if (r_batchmode.integer == 1)
        {
 #if 0
-               Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
+               Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
                for (i = 0;i < texturenumsurfaces;i = j)
                {
                        surface = texturesurfacelist[i];
@@ -3143,7 +4173,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        Con_Printf(" %i", j - i);
                }
                Con_Printf("\n");
-               Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
+               Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
 #endif
                for (i = 0;i < texturenumsurfaces;i = j)
                {
@@ -3161,7 +4191,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
                        numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
                        GL_LockArrays(surface->num_firstvertex, numvertices);
-                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
 #if 0
                Con_Printf("\n");
@@ -3176,7 +4206,7 @@ static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurfa
                        if (deluxemaptexunit >= 0)
                                R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
 }
@@ -3194,7 +4224,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                        {
                                float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
                                GL_Color(f, f, f, 1);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)));
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
                        }
                }
        }
@@ -3206,7 +4236,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te
                        int k = (int)(((size_t)surface) / sizeof(msurface_t));
                        GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
                }
        }
 }
@@ -3217,15 +4247,15 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
        int i;
        float f;
        float *v, *c, *c2;
-       if (rsurface_lightmapcolor4f)
+       if (rsurface.lightmapcolor4f)
        {
                // generate color arrays for the surfaces in this list
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+                       for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                        {
-                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               f = FogPoint_Model(v);
                                c2[0] = c[0] * f;
                                c2[1] = c[1] * f;
                                c2[2] = c[2] * f;
@@ -3238,9 +4268,9 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                       for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
                        {
-                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               f = FogPoint_Model(v);
                                c2[0] = f;
                                c2[1] = f;
                                c2[2] = f;
@@ -3248,7 +4278,9 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                        }
                }
        }
-       rsurface_lightmapcolor4f = rsurface_array_color4f;
+       rsurface.lightmapcolor4f = rsurface.array_color4f;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
@@ -3256,12 +4288,12 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t *
        int texturesurfaceindex;
        int i;
        float *c, *c2;
-       if (!rsurface_lightmapcolor4f)
+       if (!rsurface.lightmapcolor4f)
                return;
        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
        {
                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+               for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
                {
                        c2[0] = c[0] * r;
                        c2[1] = c[1] * g;
@@ -3269,16 +4301,20 @@ static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t *
                        c2[3] = c[3] * a;
                }
        }
-       rsurface_lightmapcolor4f = rsurface_array_color4f;
+       rsurface.lightmapcolor4f = rsurface.array_color4f;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
 }
 
 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
 {
        // TODO: optimize
-       rsurface_lightmapcolor4f = NULL;
+       rsurface.lightmapcolor4f = NULL;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
 }
@@ -3287,10 +4323,12 @@ static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **text
 {
        // TODO: optimize applyfog && applycolor case
        // just apply fog if necessary, and tint the fog color array if necessary
-       rsurface_lightmapcolor4f = NULL;
+       rsurface.lightmapcolor4f = NULL;
+       rsurface.lightmapcolor4f_bufferobject = 0;
+       rsurface.lightmapcolor4f_bufferoffset = 0;
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
@@ -3307,11 +4345,11 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                       for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
                        {
                                if (surface->lightmapinfo->samples)
                                {
-                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
                                        float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
                                        VectorScale(lm, scale, c);
                                        if (surface->lightmapinfo->styles[1] != 255)
@@ -3339,13 +4377,19 @@ static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t
                                c[3] = 1;
                        }
                }
-               rsurface_lightmapcolor4f = rsurface_array_color4f;
+               rsurface.lightmapcolor4f = rsurface.array_color4f;
+               rsurface.lightmapcolor4f_bufferobject = 0;
+               rsurface.lightmapcolor4f_bufferoffset = 0;
        }
        else
-               rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
+       {
+               rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
+               rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
+               rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+       }
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
@@ -3361,13 +4405,13 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
        vec3_t lightdir;
        // TODO: optimize
        // model lighting
-       VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
-       ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
-       ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
-       ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
-       diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
-       diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
-       diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
+       VectorCopy(rsurface.modellight_lightdir, lightdir);
+       ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
+       ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
+       ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
+       diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
+       diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
+       diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
        if (VectorLength2(diffusecolor) > 0)
        {
                // generate color arrays for the surfaces in this list
@@ -3375,9 +4419,9 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        int numverts = surface->num_vertices;
-                       v = rsurface_vertex3f + 3 * surface->num_firstvertex;
-                       c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
-                       c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+                       v = rsurface.vertex3f + 3 * surface->num_firstvertex;
+                       c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
+                       c = rsurface.array_color4f + 4 * surface->num_firstvertex;
                        // q3-style directional shading
                        for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
                        {
@@ -3393,32 +4437,38 @@ static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t
                b = 1;
                a = 1;
                applycolor = false;
-               rsurface_lightmapcolor4f = rsurface_array_color4f;
+               rsurface.lightmapcolor4f = rsurface.array_color4f;
+               rsurface.lightmapcolor4f_bufferobject = 0;
+               rsurface.lightmapcolor4f_bufferoffset = 0;
        }
        else
        {
                r = ambientcolor[0];
                g = ambientcolor[1];
                b = ambientcolor[2];
-               rsurface_lightmapcolor4f = NULL;
+               rsurface.lightmapcolor4f = NULL;
+               rsurface.lightmapcolor4f_bufferobject = 0;
+               rsurface.lightmapcolor4f_bufferoffset = 0;
        }
        if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
-       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-       if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+       GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+       GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       if (rsurface.mode != RSURFMODE_SHOWSURFACES)
        {
-               rsurface_mode = RSURFMODE_SHOWSURFACES;
+               rsurface.mode = RSURFMODE_SHOWSURFACES;
                GL_DepthMask(true);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
        }
        RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
@@ -3428,25 +4478,27 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurfa
 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        // transparent sky would be ridiculous
-       if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+       if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
                return;
-       if (rsurface_mode != RSURFMODE_SKY)
+       if (rsurface.mode != RSURFMODE_SKY)
        {
-               if (rsurface_mode == RSURFMODE_GLSL)
+               if (rsurface.mode == RSURFMODE_GLSL)
                {
                        qglUseProgramObjectARB(0);CHECKGLERROR
                }
-               rsurface_mode = RSURFMODE_SKY;
+               rsurface.mode = RSURFMODE_SKY;
        }
        if (skyrendernow)
        {
                skyrendernow = false;
                R_Sky();
                // restore entity matrix
-               R_Mesh_Matrix(&rsurface_entity->matrix);
+               R_Mesh_Matrix(&rsurface.matrix);
        }
-       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+       GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+       GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+       GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        GL_DepthMask(true);
        // LordHavoc: HalfLife maps have freaky skypolys so don't use
        // skymasking on them, and Quake3 never did sky masking (unlike
@@ -3454,10 +4506,10 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
        // in Quake3 maps as it causes problems with q3map2 sky tricks,
        // and skymasking also looks very bad when noclipping outside the
        // level, so don't use it then either.
-       if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
+       if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
        {
                GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
                if (skyrendermasked)
                {
@@ -3481,53 +4533,54 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
 
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       if (rsurface_mode != RSURFMODE_GLSL)
+       if (rsurface.mode != RSURFMODE_GLSL)
        {
-               rsurface_mode = RSURFMODE_GLSL;
+               rsurface.mode = RSURFMODE_GLSL;
                R_Mesh_ResetTextureState();
        }
 
-       R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2);
+       R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
        if (!r_glsl_permutation)
                return;
 
-       if (rsurface_lightmode == 2)
-               RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
+       if (rsurface.lightmode == 2)
+               RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
        else
-               RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
-       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
-       R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
-       R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
-       R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-       R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
-
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
+       R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
+       R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
+       R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
+
+       GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
        }
-       else if (rsurface_uselightmaptexture)
+       else if (rsurface.uselightmaptexture)
        {
                R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-               R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
+               R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
        }
 
-       if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+       if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
                RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
        else
                RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
-       if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+       if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
        {
        }
 }
@@ -3541,14 +4594,14 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       if (rsurface_mode != RSURFMODE_MULTIPASS)
-               rsurface_mode = RSURFMODE_MULTIPASS;
+       if (rsurface.mode != RSURFMODE_MULTIPASS)
+               rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
-       for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+       for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
                vec4_t layercolor;
                int layertexrgbscale;
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                {
                        if (layerindex == 0)
                                GL_AlphaTest(true);
@@ -3577,22 +4630,26 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                }
                layercolor[3] = layer->color[3];
                applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
                switch (layer->type)
                {
                case TEXTURELAYERTYPE_LITTEXTURE:
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(r_texture_white);
-                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+                       m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                        m.tex[1] = R_GetTexture(layer->texture);
                        m.texmatrix[1] = layer->texmatrix;
                        m.texrgbscale[1] = layertexrgbscale;
-                       m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
-                       if (rsurface_lightmode == 2)
+                       if (rsurface.lightmode == 2)
                                RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
-                       else if (rsurface_uselightmaptexture)
+                       else if (rsurface.uselightmaptexture)
                                RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else
                                RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
@@ -3602,7 +4659,9 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.tex[0] = R_GetTexture(layer->texture);
                        m.texmatrix[0] = layer->texmatrix;
                        m.texrgbscale[0] = layertexrgbscale;
-                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
                        RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        break;
@@ -3613,19 +4672,21 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        {
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                        }
                        R_Mesh_TextureState(&m);
                        // generate a color array for the fog pass
-                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
                                int i;
                                float f, *v, *c;
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                               for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       f = 1 - FogPoint_Model(v);
                                        c[0] = layercolor[0];
                                        c[1] = layercolor[1];
                                        c[2] = layercolor[2];
@@ -3640,7 +4701,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                GL_LockArrays(0, 0);
        }
        CHECKGLERROR
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
                GL_AlphaTest(false);
@@ -3655,12 +4716,12 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       if (rsurface_mode != RSURFMODE_MULTIPASS)
-               rsurface_mode = RSURFMODE_MULTIPASS;
+       if (rsurface.mode != RSURFMODE_MULTIPASS)
+               rsurface.mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
-       for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
+       for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
        {
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                {
                        if (layerindex == 0)
                                GL_AlphaTest(true);
@@ -3672,7 +4733,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                }
                GL_DepthMask(layer->depthmask);
                GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
-               R_Mesh_ColorPointer(NULL);
+               R_Mesh_ColorPointer(NULL, 0, 0);
                applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
                switch (layer->type)
                {
@@ -3683,11 +4744,13 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                // first the lightmap pass
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(r_texture_white);
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+                               m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface_lightmode == 2)
+                               if (rsurface.lightmode == 2)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-                               else if (rsurface_uselightmaptexture)
+                               else if (rsurface.uselightmaptexture)
                                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
@@ -3697,7 +4760,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
                                RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
                        }
@@ -3707,9 +4772,11 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface_lightmode == 2)
+                               if (rsurface.lightmode == 2)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 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(texturenumsurfaces, texturesurfacelist, 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);
@@ -3720,19 +4787,23 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                        memset(&m, 0, sizeof(m));
                        m.tex[0] = R_GetTexture(layer->texture);
                        m.texmatrix[0] = layer->texmatrix;
-                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                       m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                       m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                       m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
                        RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, 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);
                        break;
                case TEXTURELAYERTYPE_FOG:
                        // singletexture fogging
-                       R_Mesh_ColorPointer(rsurface_array_color4f);
+                       R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
                        if (layer->texture)
                        {
                                memset(&m, 0, sizeof(m));
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
-                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
+                               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
+                               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
                        }
                        else
@@ -3743,9 +4814,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                int i;
                                float f, *v, *c;
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+                               for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       f = 1 - FogPoint_Model(v);
                                        c[0] = layer->color[0];
                                        c[1] = layer->color[1];
                                        c[2] = layer->color[2];
@@ -3760,40 +4831,123 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                GL_LockArrays(0, 0);
        }
        CHECKGLERROR
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
                GL_AlphaTest(false);
        }
 }
 
-static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
 {
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
                return;
-       r_shadow_rtlight = NULL;
-       r_refdef.stats.entities_surfaces += texturenumsurfaces;
+       rsurface.rtlight = NULL;
        CHECKGLERROR
-       if (r_showsurfaces.integer)
+       if (depthonly)
+       {
+               if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+                       return;
+               if (rsurface.mode != RSURFMODE_MULTIPASS)
+                       rsurface.mode = RSURFMODE_MULTIPASS;
+               if (r_depthfirst.integer == 3)
+               {
+                       int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
+                       GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
+               }
+               else
+               {
+                       GL_ColorMask(0,0,0,0);
+                       GL_Color(1,1,1,1);
+               }
+               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_DepthTest(true);
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(true);
+               GL_AlphaTest(false);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+               GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+               r_refdef.stats.entities_surfaces += texturenumsurfaces;
+       }
+       else if (r_depthfirst.integer == 3)
+               return;
+       else if (r_showsurfaces.integer)
+       {
+               if (rsurface.mode != RSURFMODE_MULTIPASS)
+                       rsurface.mode = RSURFMODE_MULTIPASS;
+               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+               GL_DepthTest(true);
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(writedepth);
+               GL_Color(1,1,1,1);
+               GL_AlphaTest(false);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               R_Mesh_ResetTextureState();
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
-       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
+               r_refdef.stats.entities_surfaces += texturenumsurfaces;
+       }
+       else if (gl_lightmaps.integer)
+       {
+               rmeshstate_t m;
+               if (rsurface.mode != RSURFMODE_MULTIPASS)
+                       rsurface.mode = RSURFMODE_MULTIPASS;
+               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_DepthTest(true);
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(writedepth);
+               GL_Color(1,1,1,1);
+               GL_AlphaTest(false);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(r_texture_white);
+               m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
+               m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
+               R_Mesh_TextureState(&m);
+               RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
+               if (rsurface.lightmode == 2)
+                       RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+               else if (rsurface.uselightmaptexture)
+                       RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+               else
+                       RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+               r_refdef.stats.entities_surfaces += texturenumsurfaces;
+       }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
+       {
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
-       else if (rsurface_texture->currentnumlayers)
-       {
-               GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-               GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
-               GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
-               GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
-               GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
-               rsurface_lightmode = ((rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+               r_refdef.stats.entities_surfaces += texturenumsurfaces;
+       }
+       else if (rsurface.texture->currentnumlayers)
+       {
+               // write depth for anything we skipped on the depth-only pass earlier
+               if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
+                       writedepth = true;
+               GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
+               GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+               GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+               GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+               GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
+               rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
                if (r_glsl.integer && gl_support_fragment_shader)
                        R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
                else if (gl_combine.integer && r_textureunits.integer >= 2)
                        R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
                else
                        R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
+               r_refdef.stats.entities_surfaces += texturenumsurfaces;
        }
        CHECKGLERROR
        GL_LockArrays(0, 0);
@@ -3820,29 +4974,30 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
        for (i = 0;i < numsurfaces;i = j)
        {
                j = i + 1;
-               surface = rsurface_model->data_surfaces + surfacelist[i];
+               surface = rsurface.modelsurfaces + surfacelist[i];
                texture = surface->texture;
-               rsurface_texture = texture->currentframe;
-               rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
+               R_UpdateTextureInfo(ent, texture);
+               rsurface.texture = texture->currentframe;
+               rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
                // scan ahead until we find a different texture
                endsurface = min(i + 1024, numsurfaces);
                texturenumsurfaces = 0;
                texturesurfacelist[texturenumsurfaces++] = surface;
                for (;j < endsurface;j++)
                {
-                       surface = rsurface_model->data_surfaces + surfacelist[j];
-                       if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
+                       surface = rsurface.modelsurfaces + surfacelist[j];
+                       if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
                                break;
                        texturesurfacelist[texturenumsurfaces++] = surface;
                }
                // render the range of surfaces
-               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
+               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
        }
 
        RSurf_CleanUp();
 }
 
-void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
+void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
 {
        int i, j;
        vec3_t tempcenter, center;
@@ -3851,41 +5006,119 @@ void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask
        for (i = 0;i < numsurfaces;i = j)
        {
                j = i + 1;
-               // texture is the base texture pointer, rsurface_texture is the
+               // texture is the base texture pointer, rsurface.texture is the
                // current frame/skin the texture is directing us to use (for example
                // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
-               rsurface_texture = texture->currentframe;
-               rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
-               if (!(rsurface_texture->currentmaterialflags & flagsmask))
+               rsurface.texture = texture->currentframe;
+               rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+               if (!(rsurface.texture->currentmaterialflags & flagsmask))
                {
                        // if this texture is not the kind we want, skip ahead to the next one
                        for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
                                ;
                        continue;
                }
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                {
                        // transparent surfaces get pushed off into the transparent queue
                        const msurface_t *surface = surfacelist[i];
+                       if (depthonly)
+                               continue;
                        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_entity->matrix, tempcenter, center);
-                       R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
                }
                else
                {
                        // simply scan ahead until we find a different texture or lightmap state
-                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
                                ;
                        // render the range of surfaces
-                       R_DrawTextureSurfaceList(j - i, surfacelist + i);
+                       R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
                }
        }
 }
 
+float locboxvertex3f[6*4*3] =
+{
+       1,0,1, 1,0,0, 1,1,0, 1,1,1,
+       0,1,1, 0,1,0, 0,0,0, 0,0,1,
+       1,1,1, 1,1,0, 0,1,0, 0,1,1,
+       0,0,1, 0,0,0, 1,0,0, 1,0,1,
+       0,0,1, 1,0,1, 1,1,1, 0,1,1,
+       1,0,0, 0,0,0, 0,1,0, 1,1,0
+};
+
+int locboxelement3i[6*2*3] =
+{
+        0, 1, 2, 0, 2, 3,
+        4, 5, 6, 4, 6, 7,
+        8, 9,10, 8,10,11,
+       12,13,14, 12,14,15,
+       16,17,18, 16,18,19,
+       20,21,22, 20,22,23
+};
+
+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;
+       vec3_t mins, size;
+       float vertex3f[6*4*3];
+       CHECKGLERROR
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       GL_DepthMask(false);
+       GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
+       GL_DepthTest(true);
+       GL_CullFace(GL_NONE);
+       R_Mesh_Matrix(&identitymatrix);
+
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_ResetTextureState();
+
+       i = surfacelist[0];
+       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
+                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
+                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
+                       surfacelist[0] < 0 ? 0.5f : 0.125f);
+
+       if (VectorCompare(loc->mins, loc->maxs))
+       {
+               VectorSet(size, 2, 2, 2);
+               VectorMA(loc->mins, -0.5f, size, mins);
+       }
+       else
+       {
+               VectorCopy(loc->mins, mins);
+               VectorSubtract(loc->maxs, loc->mins, size);
+       }
+
+       for (i = 0;i < 6*4*3;)
+               for (j = 0;j < 3;j++, i++)
+                       vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
+
+       R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
+}
+
+void R_DrawLocs(void)
+{
+       int index;
+       cl_locnode_t *loc, *nearestloc;
+       vec3_t center;
+       nearestloc = CL_Locs_FindNearest(cl.movement_origin);
+       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);
+       }
+}
+
 void R_DrawCollisionBrushes(entity_render_t *ent)
 {
        int i;
@@ -3895,19 +5128,20 @@ void R_DrawCollisionBrushes(entity_render_t *ent)
        if (!model->brush.num_brushes)
                return;
        CHECKGLERROR
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
+       GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
-       qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
        for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
                if (brush->colbrushf && brush->colbrushf->numtriangles)
                        R_DrawCollisionBrush(brush->colbrushf);
        for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
                if (surface->num_collisiontriangles)
                        R_DrawCollisionSurface(ent, surface);
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
 }
 
 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
@@ -3918,22 +5152,24 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
        model_t *model = ent->model;
        vec3_t v;
        CHECKGLERROR
+       GL_DepthRange(0, 1);
        GL_DepthTest(!r_showdisabledepthtest.integer);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthMask(true);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
        {
                if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
                        continue;
-               rsurface_texture = surface->texture->currentframe;
-               if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+               rsurface.texture = surface->texture->currentframe;
+               if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                {
                        RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
                        if (drawtris)
                        {
-                               if (!rsurface_texture->currentlayers->depthmask)
+                               if (!rsurface.texture->currentlayers->depthmask)
                                        GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
                                else if (ent == r_refdef.worldentity)
                                        GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
@@ -3944,9 +5180,10 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                                qglBegin(GL_LINES);
                                for (k = 0;k < surface->num_triangles;k++, elements += 3)
                                {
-                                       qglArrayElement(elements[0]);qglArrayElement(elements[1]);
-                                       qglArrayElement(elements[1]);qglArrayElement(elements[2]);
-                                       qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
+                                       GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
+                                       GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
+                                       GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
                                }
                                qglEnd();
                                CHECKGLERROR
@@ -3957,9 +5194,9 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                                qglBegin(GL_LINES);
                                for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                {
-                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       VectorCopy(rsurface.vertex3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+                                       VectorMA(v, 8, rsurface.svector3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
                                }
                                qglEnd();
@@ -3968,9 +5205,9 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                                qglBegin(GL_LINES);
                                for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                {
-                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       VectorCopy(rsurface.vertex3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+                                       VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
                                }
                                qglEnd();
@@ -3979,9 +5216,9 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                                qglBegin(GL_LINES);
                                for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
                                {
-                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       VectorCopy(rsurface.vertex3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
-                                       VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+                                       VectorMA(v, 8, rsurface.normal3f + l * 3, v);
                                        qglVertex3f(v[0], v[1], v[2]);
                                }
                                qglEnd();
@@ -3989,11 +5226,11 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                        }
                }
        }
-       rsurface_texture = NULL;
+       rsurface.texture = NULL;
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawWorldSurfaces(qboolean skysurfaces)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
 {
        int i, j, endj, f, flagsmask;
        int counttriangles = 0;
@@ -4009,7 +5246,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces)
        RSurf_ActiveWorldEntity();
 
        // update light styles
-       if (!skysurfaces && model->brushq1.light_styleupdatechains)
+       if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
        {
                for (i = 0;i < model->brushq1.light_styles;i++)
                {
@@ -4027,8 +5264,8 @@ void R_DrawWorldSurfaces(qboolean skysurfaces)
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       rsurface_uselightmaptexture = false;
-       rsurface_texture = NULL;
+       rsurface.uselightmaptexture = false;
+       rsurface.texture = NULL;
        numsurfacelist = 0;
        j = model->firstmodelsurface;
        endj = j + model->nummodelsurfaces;
@@ -4053,25 +5290,25 @@ void R_DrawWorldSurfaces(qboolean skysurfaces)
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+                                       R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+               R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
        r_refdef.stats.entities_triangles += counttriangles;
        RSurf_CleanUp();
 
-       if (r_showcollisionbrushes.integer && !skysurfaces)
+       if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
                R_DrawCollisionBrushes(r_refdef.worldentity);
 
-       if (r_showtris.integer || r_shownormals.integer)
+       if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
                R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
 }
 
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
 {
        int i, f, flagsmask;
        int counttriangles = 0;
@@ -4092,10 +5329,10 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
        else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
                RSurf_ActiveModelEntity(ent, false, false);
        else
-               RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+               RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
 
        // update light styles
-       if (!skysurfaces && model->brushq1.light_styleupdatechains)
+       if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
        {
                for (i = 0;i < model->brushq1.light_styles;i++)
                {
@@ -4113,8 +5350,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       rsurface_uselightmaptexture = false;
-       rsurface_texture = NULL;
+       rsurface.uselightmaptexture = false;
+       rsurface.texture = NULL;
        numsurfacelist = 0;
        surface = model->data_surfaces + model->firstmodelsurface;
        endsurface = surface + model->nummodelsurfaces;
@@ -4131,19 +5368,19 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        counttriangles += surface->num_triangles;
                        if (numsurfacelist >= maxsurfacelist)
                        {
-                               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+                               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
                                numsurfacelist = 0;
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+               R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
        r_refdef.stats.entities_triangles += counttriangles;
        RSurf_CleanUp();
 
-       if (r_showcollisionbrushes.integer && !skysurfaces)
+       if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
                R_DrawCollisionBrushes(ent);
 
-       if (r_showtris.integer || r_shownormals.integer)
+       if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
                R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
 }