]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added r_shadow_usenormalmap cvar which allows you to disable directional shading...
[xonotic/darkplaces.git] / gl_rmain.c
index 76ab2271b4465c24e832d14bb623270621941b7f..afcccccd97f953376f6ffb3b49311c16b16421b2 100644 (file)
@@ -34,7 +34,7 @@ r_view_t r_view;
 r_viewcache_t r_viewcache;
 
 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
-cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
+cvar_t r_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"};
 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
@@ -46,6 +46,10 @@ cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables dep
 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
+cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
+cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
+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_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
@@ -65,11 +69,11 @@ 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"};
@@ -86,6 +90,7 @@ cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "re
 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
+cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
 
 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
 
@@ -93,7 +98,7 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces
 
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
 
-cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
+cvar_t r_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...)"};
 
 typedef struct r_glsl_bloomshader_s
@@ -125,6 +130,9 @@ static struct r_bloomstate_s
 }
 r_bloomstate;
 
+// shadow volume bsp struct with automatically growing nodes buffer
+svbsp_t r_svbsp;
+
 rtexture_t *r_texture_blanknormalmap;
 rtexture_t *r_texture_white;
 rtexture_t *r_texture_black;
@@ -135,7 +143,7 @@ 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;
 
@@ -470,10 +478,12 @@ 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"
@@ -501,13 +511,8 @@ static const char *builtinshaderstring =
 "uniform myhalf SpecularScale;\n"
 "uniform myhalf SpecularPower;\n"
 "\n"
-"void main(void)\n"
+"vec2 OffsetMapping(vec2 TexCoord)\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"
@@ -533,7 +538,7 @@ static const char *builtinshaderstring =
 "      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"
+"#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"
@@ -542,39 +547,16 @@ static const char *builtinshaderstring =
 "      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 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"
 "#endif\n"
+"      return TexCoord;\n"
+"}\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // apply offsetmapping\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
 "#endif\n"
 "\n"
 "      // combine the diffuse textures (base, pants, shirt)\n"
@@ -589,15 +571,28 @@ 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, length(CubeVector))) * (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 = LightColor * myhalf(texture2D(Texture_Attenuation, length(CubeVector))) * color.rgb * (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, length(CubeVector)));\n"
+"#endif\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
@@ -606,19 +601,6 @@ 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"
-"\n"
 "\n"
 "\n"
 "\n"
@@ -697,6 +679,7 @@ 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"},
@@ -704,22 +687,28 @@ const char *permutationinfo[][2] =
        {NULL, NULL}
 };
 
-void R_GLSL_CompilePermutation(int permutation)
+void R_GLSL_CompilePermutation(const char *filename, int permutation)
 {
        int i;
-       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
+       qboolean shaderfound;
+       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 *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;
        p->compiled = true;
+       p->program = 0;
        vertstrings_list[0] = "#define VERTEX_SHADER\n";
+       geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
        fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
        vertstrings_count = 1;
+       geomstrings_count = 1;
        fragstrings_count = 1;
        permutationname[0] = 0;
        for (i = 0;permutationinfo[i][0];i++)
@@ -727,6 +716,7 @@ void R_GLSL_CompilePermutation(int permutation)
                if (permutation & (1<<i))
                {
                        vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
+                       geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
                        fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
                        strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
                }
@@ -734,30 +724,49 @@ void R_GLSL_CompilePermutation(int permutation)
                {
                        // keep line numbers correct
                        vertstrings_list[vertstrings_count++] = "\n";
+                       geomstrings_list[geomstrings_count++] = "\n";
                        fragstrings_list[fragstrings_count++] = "\n";
                }
        }
-       shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
+       shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
+       shaderfound = false;
        if (shaderstring)
        {
-               Con_DPrintf("GLSL shader text loaded from disk\n");
+               Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
                vertstrings_list[vertstrings_count++] = shaderstring;
+               geomstrings_list[geomstrings_count++] = shaderstring;
                fragstrings_list[fragstrings_count++] = shaderstring;
+               shaderfound = true;
        }
-       else
+       else if (!strcmp(filename, "glsl/default.glsl"))
        {
+               Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
                vertstrings_list[vertstrings_count++] = builtinshaderstring;
+               geomstrings_list[geomstrings_count++] = builtinshaderstring;
                fragstrings_list[fragstrings_count++] = builtinshaderstring;
+               shaderfound = true;
        }
-       p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+       // clear any lists that are not needed by this shader
+       if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
+               vertstrings_count = 0;
+       if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
+               geomstrings_count = 0;
+       if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
+               fragstrings_count = 0;
+       // compile the shader program
+       if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
+               p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
        if (p->program)
        {
                CHECKGLERROR
                qglUseProgramObjectARB(p->program);CHECKGLERROR
+               // look up all the uniform variable names we care about, so we don't
+               // have to look them up every time we set them
                p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
                p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
                p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
                p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_Texture_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");
@@ -782,6 +791,7 @@ void R_GLSL_CompilePermutation(int permutation)
                p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
                p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
                p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               // initialize the samplers to refer to the texture units we use
                if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
                if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
                if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
@@ -792,6 +802,7 @@ void R_GLSL_CompilePermutation(int permutation)
                if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
                if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
                if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
+               if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
                CHECKGLERROR
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
@@ -804,86 +815,150 @@ void R_GLSL_CompilePermutation(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
-       int permutation = 0;
-       float specularscale = rsurface_texture->specularscale;
+       const char *shaderfilename = NULL;
+       unsigned int permutation = 0;
        r_glsl_permutation = NULL;
+       // TODO: implement geometry-shader based shadow volumes someday
        if (r_shadow_rtlight)
        {
-               permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
-               specularscale *= r_shadow_rtlight->specularscale;
+               // light source
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                        permutation |= SHADERPERMUTATION_CUBEFILTER;
+               if (diffusescale > 0)
+                       permutation |= SHADERPERMUTATION_DIFFUSE;
+               if (specularscale > 0)
+                       permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       else
+       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               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)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
                {
-                       if (modellighting)
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-                       else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture)
-                       {
-                               if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
-                               {
-                                       if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
-                                       else
-                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
-                               }
-                               else if (r_glsl_deluxemapping.integer >= 2) // fake mode
-                                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
-                       }
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
                }
+       }
+       else if (modellighting)
+       {
+               // directional model lighting
+               shaderfilename = "glsl/default.glsl";
+               permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
                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)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       if (specularscale > 0)
-               permutation |= SHADERPERMUTATION_SPECULAR;
-       if (r_refdef.fogenabled)
-               permutation |= SHADERPERMUTATION_FOG;
-       if (rsurface_texture->colormapping)
-               permutation |= SHADERPERMUTATION_COLORMAPPING;
-       if (r_glsl_offsetmapping.integer)
+       else
        {
-               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
-               if (r_glsl_offsetmapping_reliefmapping.integer)
-                       permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               // 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)
+               {
+                       // deluxemapping (light direction texture)
+                       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;
+                       if (specularscale > 0)
+                               permutation |= SHADERPERMUTATION_SPECULAR;
+               }
+               else if (r_glsl_deluxemapping.integer >= 2)
+               {
+                       // fake deluxemapping (uniform light direction in tangentspace)
+                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                       if (specularscale > 0)
+                               permutation |= SHADERPERMUTATION_SPECULAR;
+               }
+               else
+               {
+                       // ordinary lightmapping
+                       permutation |= 0;
+               }
+               if (rsurface_texture->currentskinframe->glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface_texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if (r_glsl_offsetmapping.integer)
+               {
+                       permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+                       if (r_glsl_offsetmapping_reliefmapping.integer)
+                               permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+               }
        }
-       if (!r_glsl_permutations[permutation].program)
+       if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
        {
-               if (!r_glsl_permutations[permutation].compiled)
-                       R_GLSL_CompilePermutation(permutation);
-               if (!r_glsl_permutations[permutation].program)
+               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
+                       R_GLSL_CompilePermutation(shaderfilename, permutation);
+               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].compiled)
-                                       R_GLSL_CompilePermutation(permutation);
-                               if (r_glsl_permutations[permutation].program)
+                               if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
+                                       R_GLSL_CompilePermutation(shaderfilename, permutation);
+                               if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
                                        break;
-                               if (!i)
-                                       return 0; // utterly failed
                        }
                }
        }
-       r_glsl_permutation = r_glsl_permutations + permutation;
+       r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
        R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
@@ -891,19 +966,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        {
                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 (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_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->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_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->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_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->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]);
        }
@@ -917,6 +1003,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
        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_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));
@@ -957,9 +1044,9 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
 
 void R_SwitchSurfaceShader(int permutation)
 {
-       if (r_glsl_permutation != r_glsl_permutations + permutation)
+       if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
        {
-               r_glsl_permutation = r_glsl_permutations + permutation;
+               r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
                CHECKGLERROR
                qglUseProgramObjectARB(r_glsl_permutation->program);
                CHECKGLERROR
@@ -979,10 +1066,14 @@ void gl_main_start(void)
        R_BuildFogTexture();
        memset(&r_bloomstate, 0, sizeof(r_bloomstate));
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
+       memset(&r_svbsp, 0, sizeof (r_svbsp));
 }
 
 void gl_main_shutdown(void)
 {
+       if (r_svbsp.nodes)
+               Mem_Free(r_svbsp.nodes);
+       memset(&r_svbsp, 0, sizeof (r_svbsp));
        R_FreeTexturePool(&r_main_texturepool);
        r_texture_blanknormalmap = NULL;
        r_texture_white = NULL;
@@ -1022,7 +1113,7 @@ 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");
+       Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
        FOG_registercvars(); // FIXME: move this fog stuff to client?
        Cvar_RegisterVariable(&r_nearclip);
        Cvar_RegisterVariable(&r_showsurfaces);
@@ -1036,6 +1127,10 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_showdisabledepthtest);
        Cvar_RegisterVariable(&r_drawportals);
        Cvar_RegisterVariable(&r_drawentities);
+       Cvar_RegisterVariable(&r_cullentities_trace);
+       Cvar_RegisterVariable(&r_cullentities_trace_samples);
+       Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
+       Cvar_RegisterVariable(&r_cullentities_trace_delay);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_speeds);
        Cvar_RegisterVariable(&r_fullbrights);
@@ -1064,6 +1159,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_hdr);
        Cvar_RegisterVariable(&r_hdr_scenebrightness);
        Cvar_RegisterVariable(&r_hdr_glowintensity);
+       Cvar_RegisterVariable(&r_hdr_range);
        Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
@@ -1116,7 +1212,7 @@ void GL_Init (void)
        VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
+       Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
 
        // clear to black (loading plaque will be seen over this)
        CHECKGLERROR
@@ -1171,6 +1267,53 @@ 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)
@@ -1220,6 +1363,20 @@ static void R_View_UpdateEntityVisible (void)
                        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));
                }
+               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(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;
+                                       if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
+                                               r_viewcache.entityvisible[i] = 0;
+                               }
+                       }
+               }
        }
        else
        {
@@ -1283,6 +1440,8 @@ void R_DrawModels(void)
 
 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);
@@ -1351,10 +1510,12 @@ 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);
@@ -1371,6 +1532,12 @@ 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.
@@ -1408,23 +1575,78 @@ void R_View_Update(void)
        R_View_UpdateEntityVisible();
 }
 
-void R_ResetViewRendering(void)
+void R_SetupView(const matrix4x4_t *matrix)
+{
+       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
+       else
+               GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
+
+       GL_SetupView_Orientation_FromEntity(matrix);
+}
+
+void R_ResetViewRendering2D(void)
 {
        if (gl_support_fragment_shader)
        {
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
 
+       DrawQ_Finish();
+
        // GL is weird because it's bottom to top, r_view.y is top to bottom
        qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
        GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
        GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_AlphaTest(false);
        GL_ScissorTest(false);
        GL_DepthMask(false);
        GL_DepthTest(false);
        R_Mesh_Matrix(&identitymatrix);
        R_Mesh_ResetTextureState();
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+}
+
+void R_ResetViewRendering3D(void)
+{
+       if (gl_support_fragment_shader)
+       {
+               qglUseProgramObjectARB(0);CHECKGLERROR
+       }
+
+       DrawQ_Finish();
+
+       // GL is weird because it's bottom to top, r_view.y is top to bottom
+       qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+       R_SetupView(&r_view.matrix);
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
+       GL_Color(1, 1, 1, 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_AlphaTest(false);
+       GL_ScissorTest(true);
+       GL_DepthMask(true);
+       GL_DepthTest(true);
+       R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+       qglDisable(GL_STENCIL_TEST);CHECKGLERROR
+       qglStencilMask(~0);CHECKGLERROR
+       qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
+       qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
+       GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
 }
 
 /*
@@ -1488,16 +1710,6 @@ void R_ResetViewRendering(void)
 "#endif // FRAGMENT_SHADER\n"
 */
 
-void R_SetupView(const matrix4x4_t *matrix)
-{
-       if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
-       else
-               GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
-
-       GL_SetupView_Orientation_FromEntity(matrix);
-}
-
 void R_RenderScene(void);
 
 void R_Bloom_StartFrame(void)
@@ -1603,7 +1815,7 @@ void R_Bloom_CopyScreenTexture(float colorscale)
 {
        r_refdef.stats.bloom++;
 
-       R_ResetViewRendering();
+       R_ResetViewRendering2D();
        R_Mesh_VertexPointer(r_screenvertex3f);
        R_Mesh_ColorPointer(NULL);
        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
@@ -1645,11 +1857,11 @@ void R_Bloom_CopyHDRTexture(void)
 void R_Bloom_MakeTexture(void)
 {
        int x, range, dir;
-       float xoffset, yoffset, r;
+       float xoffset, yoffset, r, brighten;
 
        r_refdef.stats.bloom++;
 
-       R_ResetViewRendering();
+       R_ResetViewRendering2D();
        R_Mesh_VertexPointer(r_screenvertex3f);
        R_Mesh_ColorPointer(NULL);
 
@@ -1676,6 +1888,9 @@ void R_Bloom_MakeTexture(void)
        }
 
        range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
+       brighten = r_bloom_brighten.value;
+       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);
 
@@ -1703,8 +1918,8 @@ void R_Bloom_MakeTexture(void)
                        // black at the edges
                        // (probably not realistic but looks good enough)
                        //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
-                       //r = (dir ? 1.0f : r_bloom_brighten.value)/(range*2+1);
-                       r = (dir ? 1.0f : r_bloom_brighten.value)/(range*2+1)*(1 - x*x/(float)(range*range));
+                       //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_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
@@ -1758,23 +1973,25 @@ void R_HDR_RenderBloomTexture(void)
 
        // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
        // TODO: add exposure compensation features
+       // TODO: add fp16 framebuffer support
 
        r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
+       if (r_hdr.integer)
+               r_view.colorscale /= r_hdr_range.value;
        R_RenderScene();
 
-       R_ResetViewRendering();
+       R_ResetViewRendering2D();
 
        R_Bloom_CopyHDRTexture();
        R_Bloom_MakeTexture();
 
-       R_ResetViewRendering();
-       GL_ScissorTest(true);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
+       R_ResetViewRendering3D();
+
        R_ClearScreen();
        if (r_timereport_active)
                R_TimeReport("clear");
 
+
        // restore the view settings
        r_view.width = oldwidth;
        r_view.height = oldheight;
@@ -1787,7 +2004,7 @@ static void R_BlendView(void)
                // render high dynamic range bloom effect
                // the bloom texture was made earlier this render, so we just need to
                // blend it onto the screen...
-               R_ResetViewRendering();
+               R_ResetViewRendering2D();
                R_Mesh_VertexPointer(r_screenvertex3f);
                R_Mesh_ColorPointer(NULL);
                GL_Color(1, 1, 1, 1);
@@ -1806,7 +2023,7 @@ static void R_BlendView(void)
                R_Bloom_MakeTexture();
                // put the original screen image back in place and blend the bloom
                // texture on it
-               R_ResetViewRendering();
+               R_ResetViewRendering2D();
                R_Mesh_VertexPointer(r_screenvertex3f);
                R_Mesh_ColorPointer(NULL);
                GL_Color(1, 1, 1, 1);
@@ -1835,7 +2052,7 @@ static void R_BlendView(void)
        if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
        {
                // apply a color tint to the whole view
-               R_ResetViewRendering();
+               R_ResetViewRendering2D();
                R_Mesh_VertexPointer(r_screenvertex3f);
                R_Mesh_ColorPointer(NULL);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -1864,7 +2081,7 @@ void R_UpdateVariables(void)
 
        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_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.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (r_showsurfaces.integer)
@@ -1926,6 +2143,8 @@ void R_RenderView(void)
        if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
+       R_Shadow_UpdateWorldLightSelection();
+
        CHECKGLERROR
        if (r_timereport_active)
                R_TimeReport("setup");
@@ -1934,10 +2153,8 @@ void R_RenderView(void)
        if (r_timereport_active)
                R_TimeReport("visibility");
 
-       R_ResetViewRendering();
-       GL_ScissorTest(true);
-       GL_DepthMask(true);
-       GL_DepthTest(true);
+       R_ResetViewRendering3D();
+
        R_ClearScreen();
        if (r_timereport_active)
                R_TimeReport("clear");
@@ -1961,32 +2178,20 @@ void R_RenderView(void)
 }
 
 extern void R_DrawLightningBeams (void);
-extern void VM_AddPolygonsToMeshQueue (void);
+extern void VM_CL_AddPolygonsToMeshQueue (void);
 extern void R_DrawPortals (void);
+extern cvar_t cl_locs_show;
+static void R_DrawLocs(void);
 void R_RenderScene(void)
 {
-       DrawQ_Finish();
-
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       CHECKGLERROR
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
-
-       R_ResetViewRendering();
-       R_SetupView(&r_view.matrix);
+       R_ResetViewRendering3D();
 
        R_MeshQueue_BeginScene();
 
-       R_Shadow_UpdateWorldLightSelection();
-
        R_SkyStartFrame();
 
        Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
@@ -2031,6 +2236,8 @@ void R_RenderScene(void)
        {
                R_DrawModelShadows();
 
+               R_ResetViewRendering3D();
+
                // don't let sound skip if going slow
                if (r_refdef.extraupdate)
                        S_ExtraUpdate ();
@@ -2063,7 +2270,14 @@ void R_RenderScene(void)
        {
                qglUseProgramObjectARB(0);CHECKGLERROR
        }
-       VM_AddPolygonsToMeshQueue();
+       VM_CL_AddPolygonsToMeshQueue();
+
+       if (cl_locs_show.integer)
+       {
+               R_DrawLocs();
+               if (r_timereport_active)
+                       R_TimeReport("showlocs");
+       }
 
        if (r_drawportals.integer)
        {
@@ -2096,13 +2310,7 @@ void R_RenderScene(void)
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
-       CHECKGLERROR
-       if (gl_support_fragment_shader)
-       {
-               qglUseProgramObjectARB(0);CHECKGLERROR
-       }
-       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+       R_ResetViewRendering2D();
 }
 
 /*
@@ -2199,6 +2407,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                GL_DepthMask(true);
        }
        GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
+       GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
        R_Mesh_VertexPointer(nomodelvertex3f);
        if (r_refdef.fogenabled)
        {
@@ -2456,13 +2665,11 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1,
 
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
-       // FIXME: identify models using a better check than ent->model->brush.shadowmesh
-       //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+       model_t *model = ent->model;
 
        // switch to an alternate material if this is a q1bsp animated material
        {
                texture_t *texture = t;
-               model_t *model = ent->model;
                int s = ent->skinnum;
                if ((unsigned int)s >= (unsigned int)model->numskins)
                        s = 0;
@@ -2490,36 +2697,46 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *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);
+       if (t->backgroundnumskinframes >= 2)
+               t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
-       if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
+       if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
                t->currentalpha *= r_wateralpha.value;
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
-               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+               t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
-               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+               t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+       if (ent->effects & EF_DOUBLESIDED)
+               t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
        if (ent->effects & EF_NODEPTHTEST)
-               t->currentmaterialflags |= MATERIALFLAG_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_VERTEXTEXTUREBLEND;
 
        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)
        {
-               if (t->currentskinframe->gloss)
+               if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
                {
                        if (r_shadow_glossintensity.value > 0)
                        {
-                               t->glosstexture = t->currentskinframe->gloss;
+                               t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
+                               t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
                                t->specularscale = r_shadow_glossintensity.value;
                        }
                }
@@ -2675,10 +2892,9 @@ qboolean rsurface_generatedvertex;
 const entity_render_t *rsurface_entity;
 const model_t *rsurface_model;
 texture_t *rsurface_texture;
-rtexture_t *rsurface_lightmaptexture;
+qboolean rsurface_uselightmaptexture;
 rsurfmode_t rsurface_mode;
-texture_t *rsurface_glsl_texture;
-qboolean rsurface_glsl_uselightmap;
+int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
 
 void RSurf_CleanUp(void)
 {
@@ -2689,23 +2905,40 @@ void RSurf_CleanUp(void)
        }
        GL_AlphaTest(false);
        rsurface_mode = RSURFMODE_NONE;
-       rsurface_lightmaptexture = NULL;
+       rsurface_uselightmaptexture = false;
        rsurface_texture = NULL;
-       rsurface_glsl_texture = NULL;
-       rsurface_glsl_uselightmap = false;
 }
 
-void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
+void RSurf_ActiveWorldEntity(void)
+{
+       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);
+       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;
+}
+
+void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
 {
        RSurf_CleanUp();
-       Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
        rsurface_entity = ent;
        rsurface_model = ent->model;
        if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
        R_Mesh_Matrix(&ent->matrix);
        Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
-       if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
+       if (rsurface_model->surfmesh.isanimated && (rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0))
        {
                if (wanttangents)
                {
@@ -2828,10 +3061,14 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
 
 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       int texturesurfaceindex;
+       int i, j;
        const msurface_t *surface = texturesurfacelist[0];
-       int firstvertex = surface->num_firstvertex;
-       int endvertex = surface->num_firstvertex + surface->num_vertices;
+       const msurface_t *surface2;
+       int firstvertex;
+       int endvertex;
+       int numvertices;
+       int numtriangles;
+       // TODO: lock all array ranges before render, rather than on each surface
        if (texturenumsurfaces == 1)
        {
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
@@ -2842,242 +3079,389 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
                #define MAXBATCHTRIANGLES 4096
                int batchtriangles = 0;
                int batchelements[MAXBATCHTRIANGLES*3];
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               for (i = 0;i < texturenumsurfaces;i = j)
                {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
+                       surface = texturesurfacelist[i];
+                       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));
                                continue;
                        }
-                       if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
-                       {
-                               R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
-                               batchtriangles = 0;
-                               firstvertex = surface->num_firstvertex;
-                               endvertex = surface->num_firstvertex + surface->num_vertices;
-                       }
-                       else
+                       memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 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;
+                       for (;j < texturenumsurfaces;j++)
                        {
-                               firstvertex = min(firstvertex, surface->num_firstvertex);
-                               endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
+                               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]));
+                               batchtriangles += surface2->num_triangles;
+                               firstvertex = min(firstvertex, surface2->num_firstvertex);
+                               endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
                        }
-                       memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
-                       batchtriangles += surface->num_triangles;
+                       surface2 = texturesurfacelist[j-1];
+                       numvertices = endvertex - firstvertex;
+                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
                }
-               if (batchtriangles)
-                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
        }
        else if (r_batchmode.integer == 1)
        {
-               int firsttriangle = 0;
-               int endtriangle = -1;
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               for (i = 0;i < texturenumsurfaces;i = j)
                {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       if (surface->num_firsttriangle != endtriangle)
-                       {
-                               if (endtriangle > firsttriangle)
-                               {
-                                       GL_LockArrays(firstvertex, endvertex - firstvertex);
-                                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
-                               }
-                               firstvertex = surface->num_firstvertex;
-                               endvertex = surface->num_firstvertex + surface->num_vertices;
-                               firsttriangle = surface->num_firsttriangle;
-                       }
-                       else
-                       {
-                               firstvertex = min(firstvertex, surface->num_firstvertex);
-                               endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
-                       }
-                       endtriangle = surface->num_firsttriangle + surface->num_triangles;
-               }
-               if (endtriangle > firsttriangle)
-               {
-                       GL_LockArrays(firstvertex, endvertex - firstvertex);
-                       R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
+                       surface = texturesurfacelist[i];
+                       for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+                               if (texturesurfacelist[j] != surface2)
+                                       break;
+                       surface2 = texturesurfacelist[j-1];
+                       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));
                }
        }
        else
        {
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               for (i = 0;i < texturenumsurfaces;i++)
                {
-                       surface = texturesurfacelist[texturesurfaceindex];
+                       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));
                }
        }
 }
 
-static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
 {
-       int texturesurfaceindex;
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-       {
-               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               int k = (int)(((size_t)surface) / sizeof(msurface_t));
-               GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 0.2f);
+       int i;
+       int j;
+       const msurface_t *surface = texturesurfacelist[0];
+       const msurface_t *surface2;
+       int firstvertex;
+       int endvertex;
+       int numvertices;
+       int numtriangles;
+       // TODO: lock all array ranges before render, rather than on each surface
+       if (texturenumsurfaces == 1)
+       {
+               R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+               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));
        }
+       else if (r_batchmode.integer == 2)
+       {
+               #define MAXBATCHTRIANGLES 4096
+               int batchtriangles = 0;
+               int batchelements[MAXBATCHTRIANGLES*3];
+               for (i = 0;i < texturenumsurfaces;i = j)
+               {
+                       surface = texturesurfacelist[i];
+                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+                       if (deluxemaptexunit >= 0)
+                               R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+                       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));
+                               continue;
+                       }
+                       memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 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;
+                       for (;j < texturenumsurfaces;j++)
+                       {
+                               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]));
+                               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);
+               }
+       }
+       else if (r_batchmode.integer == 1)
+       {
+#if 0
+               Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
+               for (i = 0;i < texturenumsurfaces;i = j)
+               {
+                       surface = texturesurfacelist[i];
+                       for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+                               if (texturesurfacelist[j] != surface2)
+                                       break;
+                       Con_Printf(" %i", j - i);
+               }
+               Con_Printf("\n");
+               Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
+#endif
+               for (i = 0;i < texturenumsurfaces;i = j)
+               {
+                       surface = texturesurfacelist[i];
+                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+                       if (deluxemaptexunit >= 0)
+                               R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+                       for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+                               if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
+                                       break;
+#if 0
+                       Con_Printf(" %i", j - i);
+#endif
+                       surface2 = texturesurfacelist[j-1];
+                       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));
+               }
+#if 0
+               Con_Printf("\n");
+#endif
+       }
+       else
+       {
+               for (i = 0;i < texturenumsurfaces;i++)
+               {
+                       surface = texturesurfacelist[i];
+                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+                       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));
+               }
+       }
 }
 
-static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       int j;
+       int texturesurfaceindex;
+       if (r_showsurfaces.integer == 2)
+       {
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (j = 0;j < surface->num_triangles;j++)
+                       {
+                               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)));
+                       }
+               }
+       }
+       else
+       {
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+               {
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       int k = (int)(((size_t)surface) / sizeof(msurface_t));
+                       GL_Color((k & 15) * (1.0f / 16.0f) * 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));
+               }
+       }
+}
+
+static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
        int i;
        float f;
        float *v, *c, *c2;
-       // TODO: optimize
-       if (lightmode >= 2)
-       {
-               // model lighting
-               vec3_t ambientcolor;
-               vec3_t diffusecolor;
-               vec3_t lightdir;
-               VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
-               ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
-               ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
-               ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
-               diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
-               diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
-               diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
-               if (VectorLength2(diffusecolor) > 0)
-               {
-                       // generate color arrays for the surfaces in this list
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+       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)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               int numverts = surface->num_vertices;
-                               v = rsurface_vertex3f + 3 * surface->num_firstvertex;
-                               c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
-                               c = rsurface_array_color4f + 4 * surface->num_firstvertex;
-                               // q3-style directional shading
-                               for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
-                               {
-                                       if ((f = DotProduct(c2, lightdir)) > 0)
-                                               VectorMA(ambientcolor, f, diffusecolor, c);
-                                       else
-                                               VectorCopy(ambientcolor, c);
-                                       c[3] = a;
-                               }
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               c2[0] = c[0] * f;
+                               c2[1] = c[1] * f;
+                               c2[2] = c[2] * f;
+                               c2[3] = c[3];
                        }
-                       r = 1;
-                       g = 1;
-                       b = 1;
-                       a = 1;
-                       applycolor = false;
-                       rsurface_lightmapcolor4f = rsurface_array_color4f;
                }
-               else
+       }
+       else
+       {
+               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
-                       r = ambientcolor[0];
-                       g = ambientcolor[1];
-                       b = ambientcolor[2];
-                       rsurface_lightmapcolor4f = NULL;
+                       const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                       {
+                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               c2[0] = f;
+                               c2[1] = f;
+                               c2[2] = f;
+                               c2[3] = 1;
+                       }
                }
        }
-       else if (lightmode >= 1 || !rsurface_lightmaptexture)
+       rsurface_lightmapcolor4f = rsurface_array_color4f;
+}
+
+static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
+{
+       int texturesurfaceindex;
+       int i;
+       float *c, *c2;
+       if (!rsurface_lightmapcolor4f)
+               return;
+       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
        {
-               if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
+               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)
                {
-                       // generate color arrays for the surfaces in this list
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       c2[0] = c[0] * r;
+                       c2[1] = c[1] * g;
+                       c2[2] = c[2] * b;
+                       c2[3] = c[3] * a;
+               }
+       }
+       rsurface_lightmapcolor4f = rsurface_array_color4f;
+}
+
+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;
+       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);
+       GL_Color(r, g, b, a);
+       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
+}
+
+static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       // TODO: optimize applyfog && applycolor case
+       // just apply fog if necessary, and tint the fog color array if necessary
+       rsurface_lightmapcolor4f = NULL;
+       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);
+       GL_Color(r, g, b, a);
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       int texturesurfaceindex;
+       int i;
+       float *c;
+       // TODO: optimize
+       if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
+       {
+               // generate color arrays for the surfaces in this list
+               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)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                               if (surface->lightmapinfo->samples)
                                {
-                                       if (surface->lightmapinfo->samples)
+                                       const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
+                                       float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+                                       VectorScale(lm, scale, c);
+                                       if (surface->lightmapinfo->styles[1] != 255)
                                        {
-                                               const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
-                                               float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
-                                               VectorScale(lm, scale, c);
-                                               if (surface->lightmapinfo->styles[1] != 255)
+                                               int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+                                               lm += size3;
+                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
+                                               if (surface->lightmapinfo->styles[2] != 255)
                                                {
-                                                       int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
                                                        lm += size3;
-                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
                                                        VectorMA(c, scale, lm, c);
-                                                       if (surface->lightmapinfo->styles[2] != 255)
+                                                       if (surface->lightmapinfo->styles[3] != 255)
                                                        {
                                                                lm += size3;
-                                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+                                                               scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
                                                                VectorMA(c, scale, lm, c);
-                                                               if (surface->lightmapinfo->styles[3] != 255)
-                                                               {
-                                                                       lm += size3;
-                                                                       scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
-                                                                       VectorMA(c, scale, lm, c);
-                                                               }
                                                        }
                                                }
                                        }
-                                       else
-                                               VectorClear(c);
-                                       c[3] = 1;
-                               }
-                       }
-                       rsurface_lightmapcolor4f = rsurface_array_color4f;
-               }
-               else
-                       rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
-       }
-       else
-       {
-               // just lightmap it
-               rsurface_lightmapcolor4f = NULL;
-       }
-       if (applyfog)
-       {
-               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)
-                               {
-                                       f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
-                                       c2[0] = c[0] * f;
-                                       c2[1] = c[1] * f;
-                                       c2[2] = c[2] * f;
-                                       c2[3] = c[3];
-                               }
-                       }
-               }
-               else
-               {
-                       for (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)
-                               {
-                                       f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
-                                       c2[0] = f;
-                                       c2[1] = f;
-                                       c2[2] = f;
-                                       c2[3] = 1;
                                }
+                               else
+                                       VectorClear(c);
+                               c[3] = 1;
                        }
                }
                rsurface_lightmapcolor4f = rsurface_array_color4f;
        }
-       if (applycolor && rsurface_lightmapcolor4f)
+       else
+               rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
+       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);
+       GL_Color(r, g, b, a);
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+}
+
+static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
+{
+       int texturesurfaceindex;
+       int i;
+       float f;
+       float *v, *c, *c2;
+       vec3_t ambientcolor;
+       vec3_t diffusecolor;
+       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;
+       if (VectorLength2(diffusecolor) > 0)
        {
+               // generate color arrays for the surfaces in this list
                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)
+                       int numverts = surface->num_vertices;
+                       v = rsurface_vertex3f + 3 * surface->num_firstvertex;
+                       c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
+                       c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+                       // q3-style directional shading
+                       for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
                        {
-                               c2[0] = c[0] * r;
-                               c2[1] = c[1] * g;
-                               c2[2] = c[2] * b;
-                               c2[3] = c[3] * a;
+                               if ((f = DotProduct(c2, lightdir)) > 0)
+                                       VectorMA(ambientcolor, f, diffusecolor, c);
+                               else
+                                       VectorCopy(ambientcolor, c);
+                               c[3] = a;
                        }
                }
+               r = 1;
+               g = 1;
+               b = 1;
+               a = 1;
+               applycolor = false;
                rsurface_lightmapcolor4f = rsurface_array_color4f;
        }
+       else
+       {
+               r = ambientcolor[0];
+               g = ambientcolor[1];
+               b = ambientcolor[2];
+               rsurface_lightmapcolor4f = NULL;
+       }
+       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);
        GL_Color(r, g, b, a);
        RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
@@ -3085,6 +3469,8 @@ static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **textur
 
 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
+       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;
@@ -3117,6 +3503,8 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
                // restore entity matrix
                R_Mesh_Matrix(&rsurface_entity->matrix);
        }
+       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
@@ -3151,37 +3539,26 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te
 
 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
-       int lightmode;
-       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
-       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
        if (rsurface_mode != RSURFMODE_GLSL)
        {
                rsurface_mode = RSURFMODE_GLSL;
-               rsurface_glsl_texture = NULL;
-               rsurface_glsl_uselightmap = false;
                R_Mesh_ResetTextureState();
        }
-       if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
-       {
-               rsurface_glsl_texture = rsurface_texture;
-               rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
-               GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
-               GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-               GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
-               R_SetupSurfaceShader(vec3_origin, lightmode == 2);
-               //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
-               //if (r_glsl_deluxemapping.integer)
-               //      permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
-               R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
-               R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
-               GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-       }
+
+       R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
        if (!r_glsl_permutation)
                return;
-       RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
+
+       if (rsurface_lightmode == 2)
+               RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, 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)
        {
                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
@@ -3189,9 +3566,9 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(NULL);
        }
-       else if (rsurface_lightmaptexture)
+       else if (rsurface_uselightmaptexture)
        {
-               R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+               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);
@@ -3203,22 +3580,25 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
        }
-       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+
+       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))
+       {
+       }
 }
 
 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        // OpenGL 1.3 path - anything not completely ancient
        int texturesurfaceindex;
-       int lightmode;
        qboolean applycolor;
        qboolean applyfog;
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       CHECKGLERROR
-       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
-       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
        if (rsurface_mode != RSURFMODE_MULTIPASS)
                rsurface_mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
@@ -3261,17 +3641,19 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                {
                case TEXTURELAYERTYPE_LITTEXTURE:
                        memset(&m, 0, sizeof(m));
-                       if (lightmode >= 1 || !rsurface_lightmaptexture)
-                               m.tex[0] = R_GetTexture(r_texture_white);
-                       else
-                               m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+                       m.tex[0] = R_GetTexture(r_texture_white);
                        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
                        m.tex[1] = R_GetTexture(layer->texture);
                        m.texmatrix[1] = layer->texmatrix;
                        m.texrgbscale[1] = layertexrgbscale;
                        m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
                        R_Mesh_TextureState(&m);
-                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
+                       if (rsurface_lightmode == 2)
+                               RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
+                       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);
                        break;
                case TEXTURELAYERTYPE_TEXTURE:
                        memset(&m, 0, sizeof(m));
@@ -3280,7 +3662,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.texrgbscale[0] = layertexrgbscale;
                        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                        R_Mesh_TextureState(&m);
-                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                       RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        break;
                case TEXTURELAYERTYPE_FOG:
                        memset(&m, 0, sizeof(m));
@@ -3327,14 +3709,10 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
 {
        // OpenGL 1.1 - crusty old voodoo path
        int texturesurfaceindex;
-       int lightmode;
        qboolean applyfog;
        rmeshstate_t m;
        int layerindex;
        const texturelayer_t *layer;
-       CHECKGLERROR
-       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
-       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
        if (rsurface_mode != RSURFMODE_MULTIPASS)
                rsurface_mode = RSURFMODE_MULTIPASS;
        RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
@@ -3362,13 +3740,15 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                // two-pass lit texture with 2x rgbscale
                                // first the lightmap pass
                                memset(&m, 0, sizeof(m));
-                               if (lightmode >= 1 || !rsurface_lightmaptexture)
-                                       m.tex[0] = R_GetTexture(r_texture_white);
-                               else
-                                       m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
+                               m.tex[0] = R_GetTexture(r_texture_white);
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
                                R_Mesh_TextureState(&m);
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
+                               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);
                                GL_LockArrays(0, 0);
                                // then apply the texture to it
                                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
@@ -3377,7 +3757,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
+                               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);
                        }
                        else
                        {
@@ -3387,7 +3767,10 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.texmatrix[0] = layer->texmatrix;
                                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
-                               RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                               if (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);
                        }
                        break;
                case TEXTURELAYERTYPE_TEXTURE:
@@ -3397,7 +3780,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                        m.texmatrix[0] = layer->texmatrix;
                        m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                        R_Mesh_TextureState(&m);
-                       RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
+                       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
@@ -3449,14 +3832,20 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        r_shadow_rtlight = NULL;
        r_refdef.stats.entities_surfaces += texturenumsurfaces;
        CHECKGLERROR
-       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 (r_showsurfaces.integer)
                R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
        else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
        else if (rsurface_texture->currentnumlayers)
        {
+               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(!(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;
                if (r_glsl.integer && gl_support_fragment_shader)
                        R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
                else if (gl_combine.integer && r_textureunits.integer >= 2)
@@ -3468,95 +3857,293 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
        GL_LockArrays(0, 0);
 }
 
-#define BATCHSIZE 256
 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       int surfacelistindex;
-       int batchcount;
-       texture_t *t;
-       msurface_t *texturesurfacelist[BATCHSIZE];
+       int i, j;
+       int texturenumsurfaces, endsurface;
+       texture_t *texture;
+       msurface_t *surface;
+       msurface_t *texturesurfacelist[1024];
+
        // if the model is static it doesn't matter what value we give for
        // wantnormals and wanttangents, so this logic uses only rules applicable
        // to a model, knowing that they are meaningless otherwise
-       if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
-               RSurf_ActiveEntity(ent, false, false);
+       if (ent == r_refdef.worldentity)
+               RSurf_ActiveWorldEntity();
+       else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
+               RSurf_ActiveModelEntity(ent, false, false);
        else
-               RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
-       batchcount = 0;
-       t = NULL;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
-       {
-               msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
+               RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
 
-               if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+       for (i = 0;i < numsurfaces;i = j)
+       {
+               j = i + 1;
+               surface = rsurface_model->data_surfaces + surfacelist[i];
+               texture = surface->texture;
+               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++)
                {
-                       if (batchcount > 0)
-                               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
-                                       R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
-                       batchcount = 0;
-                       t = surface->texture;
-                       rsurface_lightmaptexture = surface->lightmaptexture;
-                       R_UpdateTextureInfo(ent, t);
-                       rsurface_texture = t->currentframe;
+                       surface = rsurface_model->data_surfaces + surfacelist[j];
+                       if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
+                               break;
+                       texturesurfacelist[texturenumsurfaces++] = surface;
                }
-
-               texturesurfacelist[batchcount++] = surface;
+               // render the range of surfaces
+               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
        }
-       if (batchcount > 0)
-               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) // transparent sky is too difficult
-                       R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
+
        RSurf_CleanUp();
 }
 
-void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
+void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask)
 {
-       int texturesurfaceindex;
+       int i, j;
        vec3_t tempcenter, center;
-       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+       texture_t *texture;
+       // break the surface list down into batches by texture and use of lightmapping
+       for (i = 0;i < numsurfaces;i = j)
        {
-               // drawing sky transparently would be too difficult
-               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
+               j = i + 1;
+               // 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))
                {
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       // 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)
+               {
+                       // transparent surfaces get pushed off into the transparent queue
+                       const msurface_t *surface = surfacelist[i];
+                       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);
+               }
+               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++)
+                               ;
+                       // render the range of surfaces
+                       R_DrawTextureSurfaceList(j - i, surfacelist + i);
+               }
+       }
+}
+
+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_DepthTest(true);
+       GL_CullFace(GL_NONE);
+       R_Mesh_Matrix(&identitymatrix);
+
+       R_Mesh_VertexPointer(vertex3f);
+       R_Mesh_ColorPointer(NULL);
+       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);
+}
+
+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;
+       q3mbrush_t *brush;
+       msurface_t *surface;
+       model_t *model = ent->model;
+       if (!model->brush.num_brushes)
+               return;
+       CHECKGLERROR
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
+       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+       GL_DepthMask(false);
+       GL_DepthTest(!r_showdisabledepthtest.integer);
+       qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
+       for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
+               if (brush->colbrushf && brush->colbrushf->numtriangles)
+                       R_DrawCollisionBrush(brush->colbrushf);
+       for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+               if (surface->num_collisiontriangles)
+                       R_DrawCollisionSurface(ent, surface);
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
+}
+
+void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
+{
+       int i, j, k, l;
+       const int *elements;
+       msurface_t *surface;
+       model_t *model = ent->model;
+       vec3_t v;
+       CHECKGLERROR
+       GL_DepthTest(!r_showdisabledepthtest.integer);
+       GL_DepthMask(true);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       R_Mesh_ColorPointer(NULL);
+       R_Mesh_ResetTextureState();
+       for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+       {
+               if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
+                       continue;
+               rsurface_texture = surface->texture->currentframe;
+               if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+               {
+                       RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+                       if (drawtris)
                        {
-                               const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                               Matrix4x4_Transform(&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);
+                               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);
+                               else
+                                       GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
+                               elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+                               CHECKGLERROR
+                               qglBegin(GL_LINES);
+                               for (k = 0;k < surface->num_triangles;k++, elements += 3)
+                               {
+                                       qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+                                       qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+                                       qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+                               }
+                               qglEnd();
+                               CHECKGLERROR
+                       }
+                       if (drawnormals)
+                       {
+                               GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
+                               qglBegin(GL_LINES);
+                               for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_svector3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               qglEnd();
+                               CHECKGLERROR
+                               GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
+                               qglBegin(GL_LINES);
+                               for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               qglEnd();
+                               CHECKGLERROR
+                               GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
+                               qglBegin(GL_LINES);
+                               for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_normal3f + l * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               qglEnd();
+                               CHECKGLERROR
                        }
                }
        }
-       else
-               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
+       rsurface_texture = NULL;
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
+void R_DrawWorldSurfaces(qboolean skysurfaces)
 {
-       int i, j, f, flagsmask;
+       int i, j, endj, f, flagsmask;
        int counttriangles = 0;
+       msurface_t *surface, **surfacechain;
        texture_t *t;
-       model_t *model = ent->model;
+       model_t *model = r_refdef.worldmodel;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
        msurface_t *surfacelist[1024];
        if (model == NULL)
                return;
 
-       // if the model is static it doesn't matter what value we give for
-       // wantnormals and wanttangents, so this logic uses only rules applicable
-       // to a model, knowing that they are meaningless otherwise
-       if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
-               RSurf_ActiveEntity(ent, false, false);
-       else
-               RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
+       RSurf_ActiveWorldEntity();
 
        // update light styles
        if (!skysurfaces && model->brushq1.light_styleupdatechains)
        {
-               msurface_t *surface, **surfacechain;
                for (i = 0;i < model->brushq1.light_styles;i++)
                {
                        if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
@@ -3569,194 +4156,127 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                }
        }
 
-       R_UpdateAllTextureInfo(ent);
+       R_UpdateAllTextureInfo(r_refdef.worldentity);
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       rsurface_lightmaptexture = NULL;
+       rsurface_uselightmaptexture = false;
        rsurface_texture = NULL;
        numsurfacelist = 0;
-       if (ent == r_refdef.worldentity)
+       j = model->firstmodelsurface;
+       endj = j + model->nummodelsurfaces;
+       while (j < endj)
        {
-               msurface_t *surface;
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               // quickly skip over non-visible surfaces
+               for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
+                       ;
+               // quickly iterate over visible surfaces
+               for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
                {
-                       if (!r_viewcache.world_surfacevisible[j])
-                               continue;
-                       if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
-                       {
-                               if (numsurfacelist)
-                               {
-                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               rsurface_lightmaptexture = surface->lightmaptexture;
-                               rsurface_texture = t->currentframe;
-                               f = rsurface_texture->currentmaterialflags & flagsmask;
-                       }
-                       if (f && surface->num_triangles)
+                       // process this surface
+                       surface = model->data_surfaces + j;
+                       // if this surface fits the criteria, add it to the list
+                       if (surface->num_triangles)
                        {
                                // if lightmap parameters changed, rebuild lightmap texture
                                if (surface->cached_dlight)
-                                       R_BuildLightMap(ent, surface);
+                                       R_BuildLightMap(r_refdef.worldentity, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+                                       R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
+       if (numsurfacelist)
+               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+       r_refdef.stats.entities_triangles += counttriangles;
+       RSurf_CleanUp();
+
+       if (r_showcollisionbrushes.integer && !skysurfaces)
+               R_DrawCollisionBrushes(r_refdef.worldentity);
+
+       if (r_showtris.integer || r_shownormals.integer)
+               R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
+}
+
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
+{
+       int i, f, flagsmask;
+       int counttriangles = 0;
+       msurface_t *surface, *endsurface, **surfacechain;
+       texture_t *t;
+       model_t *model = ent->model;
+       const int maxsurfacelist = 1024;
+       int numsurfacelist = 0;
+       msurface_t *surfacelist[1024];
+       if (model == NULL)
+               return;
+
+       // if the model is static it doesn't matter what value we give for
+       // wantnormals and wanttangents, so this logic uses only rules applicable
+       // to a model, knowing that they are meaningless otherwise
+       if (ent == r_refdef.worldentity)
+               RSurf_ActiveWorldEntity();
+       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);
+
+       // update light styles
+       if (!skysurfaces && model->brushq1.light_styleupdatechains)
        {
-               msurface_t *surface;
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               for (i = 0;i < model->brushq1.light_styles;i++)
                {
-                       if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+                       if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
                        {
-                               if (numsurfacelist)
-                               {
-                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               rsurface_lightmaptexture = surface->lightmaptexture;
-                               rsurface_texture = t->currentframe;
-                               f = rsurface_texture->currentmaterialflags & flagsmask;
+                               model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
+                               if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
+                                       for (;(surface = *surfacechain);surfacechain++)
+                                               surface->cached_dlight = true;
                        }
-                       if (f && surface->num_triangles)
+               }
+       }
+
+       R_UpdateAllTextureInfo(ent);
+       flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+       f = 0;
+       t = NULL;
+       rsurface_uselightmaptexture = false;
+       rsurface_texture = NULL;
+       numsurfacelist = 0;
+       surface = model->data_surfaces + model->firstmodelsurface;
+       endsurface = surface + model->nummodelsurfaces;
+       for (;surface < endsurface;surface++)
+       {
+               // if this surface fits the criteria, add it to the list
+               if (surface->num_triangles)
+               {
+                       // if lightmap parameters changed, rebuild lightmap texture
+                       if (surface->cached_dlight)
+                               R_BuildLightMap(ent, surface);
+                       // add face to draw list
+                       surfacelist[numsurfacelist++] = surface;
+                       counttriangles += surface->num_triangles;
+                       if (numsurfacelist >= maxsurfacelist)
                        {
-                               // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight)
-                                       R_BuildLightMap(ent, surface);
-                               // add face to draw list
-                               surfacelist[numsurfacelist++] = surface;
-                               counttriangles += surface->num_triangles;
-                               if (numsurfacelist >= maxsurfacelist)
-                               {
-                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
-                               }
+                               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
+                               numsurfacelist = 0;
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
+               R_QueueSurfaceList(numsurfacelist, surfacelist, flagsmask);
        r_refdef.stats.entities_triangles += counttriangles;
        RSurf_CleanUp();
 
-       if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
-       {
-               int i;
-               const msurface_t *surface;
-               q3mbrush_t *brush;
-               CHECKGLERROR
-               R_Mesh_Matrix(&ent->matrix);
-               R_Mesh_ColorPointer(NULL);
-               R_Mesh_ResetTextureState();
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_DepthMask(false);
-               GL_DepthTest(!r_showdisabledepthtest.integer);
-               qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
-               for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
-                       if (brush->colbrushf && brush->colbrushf->numtriangles)
-                               R_DrawCollisionBrush(brush->colbrushf);
-               for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
-                       if (surface->num_collisiontriangles)
-                               R_DrawCollisionSurface(ent, surface);
-               qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
-       }
+       if (r_showcollisionbrushes.integer && !skysurfaces)
+               R_DrawCollisionBrushes(ent);
 
        if (r_showtris.integer || r_shownormals.integer)
-       {
-               int k, l;
-               msurface_t *surface;
-               const int *elements;
-               vec3_t v;
-               CHECKGLERROR
-               GL_DepthTest(true);
-               GL_DepthMask(true);
-               if (r_showdisabledepthtest.integer)
-               {
-                       qglDepthFunc(GL_ALWAYS);CHECKGLERROR
-               }
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_ColorPointer(NULL);
-               R_Mesh_ResetTextureState();
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
-               {
-                       if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
-                               continue;
-                       rsurface_texture = surface->texture->currentframe;
-                       if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
-                       {
-                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
-                               if (r_showtris.integer)
-                               {
-                                       if (!rsurface_texture->currentlayers->depthmask)
-                                               GL_Color(r_showtris.value * 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);
-                                       else
-                                               GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
-                                       elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
-                                       CHECKGLERROR
-                                       qglBegin(GL_LINES);
-                                       for (k = 0;k < surface->num_triangles;k++, elements += 3)
-                                       {
-                                               qglArrayElement(elements[0]);qglArrayElement(elements[1]);
-                                               qglArrayElement(elements[1]);qglArrayElement(elements[2]);
-                                               qglArrayElement(elements[2]);qglArrayElement(elements[0]);
-                                       }
-                                       qglEnd();
-                                       CHECKGLERROR
-                               }
-                               if (r_shownormals.integer)
-                               {
-                                       GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
-                                       {
-                                               VectorCopy(rsurface_vertex3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, 8, rsurface_svector3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                       }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
-                                       {
-                                               VectorCopy(rsurface_vertex3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                       }
-                                       qglEnd();
-                                       CHECKGLERROR
-                                       GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
-                                       qglBegin(GL_LINES);
-                                       for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
-                                       {
-                                               VectorCopy(rsurface_vertex3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                               VectorMA(v, 8, rsurface_normal3f + l * 3, v);
-                                               qglVertex3f(v[0], v[1], v[2]);
-                                       }
-                                       qglEnd();
-                                       CHECKGLERROR
-                               }
-                       }
-               }
-               rsurface_texture = NULL;
-               if (r_showdisabledepthtest.integer)
-               {
-                       qglDepthFunc(GL_LEQUAL);CHECKGLERROR
-               }
-       }
+               R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
 }