]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
got rid of Mod_CheckLoaded, changed how model system restart works to make this work...
[xonotic/darkplaces.git] / gl_rmain.c
index 834017cae8af6736bd08af3ec35b7cd4ac091089..b40dea36bce0e7fe6c6848872ed633e43d538ed0 100644 (file)
@@ -30,7 +30,7 @@ mplane_t frustum[5];
 
 matrix4x4_t r_identitymatrix;
 
-int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights, c_meshs, c_meshelements, c_rt_lights, c_rt_clears, c_rt_scissored, c_rt_shadowmeshes, c_rt_shadowtris, c_rt_lightmeshes, c_rt_lighttris, c_rtcached_shadowmeshes, c_rtcached_shadowtris, c_bloom, c_bloomcopies, c_bloomcopypixels, c_bloomdraws, c_bloomdrawpixels;
+renderstats_t renderstats;
 
 // true during envmap command capture
 qboolean envmap;
@@ -97,7 +97,6 @@ cvar_t r_textureunits = {0, "r_textureunits", "32"};
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
-cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
 
 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
 cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
@@ -105,10 +104,14 @@ cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
 
-cvar_t developer_texturelogging = {0, "developer_texturelogging", "1"};
+cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
+
+cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
 
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
 
+cvar_t r_test = {0, "r_test", "0"}; // used for testing renderer code changes, otherwise does nothing
+
 rtexturepool_t *r_main_texturepool;
 rtexture_t *r_bloom_texture_screen;
 rtexture_t *r_bloom_texture_bloom;
@@ -118,8 +121,6 @@ rtexture_t *r_texture_black;
 rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
 rtexture_t *r_texture_normalizationcube;
-rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
-rtexture_t *r_texture_distorttexture[64];
 
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
@@ -219,103 +220,6 @@ void FOG_registercvars(void)
        }
 }
 
-static void R_BuildDetailTextures (void)
-{
-       int i, x, y, light;
-       float vc[3], vx[3], vy[3], vn[3], lightdir[3];
-#define DETAILRESOLUTION 256
-       qbyte (*data)[DETAILRESOLUTION][4];
-       qbyte (*noise)[DETAILRESOLUTION];
-
-       // Allocate the buffers dynamically to avoid having such big guys on the stack
-       data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data));
-       noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise));
-
-       lightdir[0] = 0.5;
-       lightdir[1] = 1;
-       lightdir[2] = -0.25;
-       VectorNormalize(lightdir);
-       for (i = 0;i < NUM_DETAILTEXTURES;i++)
-       {
-               fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
-               for (y = 0;y < DETAILRESOLUTION;y++)
-               {
-                       for (x = 0;x < DETAILRESOLUTION;x++)
-                       {
-                               vc[0] = x;
-                               vc[1] = y;
-                               vc[2] = noise[y][x] * (1.0f / 32.0f);
-                               vx[0] = x + 1;
-                               vx[1] = y;
-                               vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
-                               vy[0] = x;
-                               vy[1] = y + 1;
-                               vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
-                               VectorSubtract(vx, vc, vx);
-                               VectorSubtract(vy, vc, vy);
-                               CrossProduct(vx, vy, vn);
-                               VectorNormalize(vn);
-                               light = 128 - DotProduct(vn, lightdir) * 128;
-                               light = bound(0, light, 255);
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
-                               data[y][x][3] = 255;
-                       }
-               }
-               r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
-       }
-
-       Mem_Free(noise);
-       Mem_Free(data);
-}
-
-static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
-{
-       int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
-                       ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
-                       ((y2 - y0) * morph) +
-                       (y1));
-       return (qbyte)bound(0, m, 255);
-}
-
-static void R_BuildDistortTexture (void)
-{
-       int x, y, i, j;
-#define DISTORTRESOLUTION 32
-       qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
-
-       for (i=0; i<4; i++)
-       {
-               for (y=0; y<DISTORTRESOLUTION; y++)
-               {
-                       for (x=0; x<DISTORTRESOLUTION; x++)
-                       {
-                               data[i][y][x][0] = rand () & 255;
-                               data[i][y][x][1] = rand () & 255;
-                       }
-               }
-       }
-
-       for (i=0; i<4; i++)
-       {
-               for (j=0; j<16; j++)
-               {
-                       r_texture_distorttexture[i*16+j] = NULL;
-                       if (gl_textureshader)
-                       {
-                               for (y=0; y<DISTORTRESOLUTION; y++)
-                               {
-                                       for (x=0; x<DISTORTRESOLUTION; x++)
-                                       {
-                                               data[4][y][x][0] = R_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
-                                               data[4][y][x][1] = R_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
-                                       }
-                               }
-                               r_texture_distorttexture[i*16+j] = R_LoadTexture2D(r_main_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
-                       }
-               }
-       }
-}
-
 static void R_BuildBlankTextures(void)
 {
        qbyte data[4];
@@ -393,6 +297,7 @@ static void R_BuildNormalizationCube(void)
                                t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
                                switch(side)
                                {
+                               default:
                                case 0:
                                        v[0] = 1;
                                        v[1] = -t;
@@ -442,8 +347,6 @@ void gl_main_start(void)
        r_bloom_texture_bloom = NULL;
        R_BuildBlankTextures();
        R_BuildNoTexture();
-       R_BuildDetailTextures();
-       R_BuildDistortTexture();
        if (gl_texturecubemap)
        {
                R_BuildWhiteCube();
@@ -473,11 +376,11 @@ void gl_main_newmap(void)
        if (cl.worldmodel)
        {
                strlcpy(entname, cl.worldmodel->name, sizeof(entname));
-               l = strlen(entname) - 4;
+               l = (int)strlen(entname) - 4;
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
                        strcpy(entname + l, ".ent");
-                       if ((entities = FS_LoadFile(entname, tempmempool, true)))
+                       if ((entities = (char *)FS_LoadFile(entname, tempmempool, true)))
                        {
                                CL_ParseEntityLump(entities);
                                Mem_Free(entities);
@@ -506,15 +409,16 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
-       Cvar_RegisterVariable(&r_watershader);
        Cvar_RegisterVariable(&r_drawcollisionbrushes);
        Cvar_RegisterVariable(&r_bloom);
        Cvar_RegisterVariable(&r_bloom_intensity);
        Cvar_RegisterVariable(&r_bloom_blur);
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
+       Cvar_RegisterVariable(&r_test);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
@@ -579,7 +483,6 @@ void Render_Init(void)
 {
        gl_backend_init();
        R_Textures_Init();
-       Mod_RenderInit();
        R_MeshQueue_Init();
        GL_Main_Init();
        GL_Draw_Init();
@@ -593,6 +496,7 @@ void Render_Init(void)
        UI_Init();
        Sbar_Init();
        R_LightningBeams_Init();
+       Mod_RenderInit();
 }
 
 /*
@@ -606,7 +510,7 @@ void GL_Init (void)
        VID_CheckExtensions();
 
        // LordHavoc: report supported extensions
-       Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+       Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
 
        // clear to black (loading plaque will be seen over this)
        qglClearColor(0,0,0,1);
@@ -678,7 +582,6 @@ static void R_MarkEntities (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       Mod_CheckLoaded(ent->model);
                        // some of the renderer still relies on origin...
                        Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
                        // some of the renderer still relies on scale...
@@ -696,7 +599,6 @@ static void R_MarkEntities (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       Mod_CheckLoaded(ent->model);
                        // some of the renderer still relies on origin...
                        Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
                        // some of the renderer still relies on scale...
@@ -746,6 +648,7 @@ void R_DrawModels(void)
                ent = r_refdef.entities[i];
                if (ent->visframe == r_framecount)
                {
+                       renderstats.entities++;
                        if (ent->model && ent->model->Draw != NULL)
                                ent->model->Draw(ent);
                        else
@@ -810,12 +713,12 @@ static void R_BlendView(void)
        {
                int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
                float xoffset, yoffset, r;
-               c_bloom++;
+               renderstats.bloom++;
                // set the (poorly named) screenwidth and screenheight variables to
                // a power of 2 at least as large as the screen, these will define the
                // size of the texture to allocate
-               for (screenwidth = 1;screenwidth < vid.realwidth;screenwidth *= 2);
-               for (screenheight = 1;screenheight < vid.realheight;screenheight *= 2);
+               for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+               for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
                // allocate textures as needed
                if (!r_bloom_texture_screen)
                        r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
@@ -852,26 +755,23 @@ static void R_BlendView(void)
                R_Mesh_State(&m);
                // copy view into the full resolution screen image texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
-               c_bloomcopies++;
-               c_bloomcopypixels += r_view_width * r_view_height;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
+               renderstats.bloom_copypixels += r_view_width * r_view_height;
                // now scale it down to the bloom size and raise to a power of itself
                // to darken it (this leaves the really bright stuff bright, and
                // everything else becomes very dark)
                // TODO: optimize with multitexture or GLSL
-               qglViewport(r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(1, 1, 1, 1);
                R_Mesh_Draw(0, 4, 2, polygonelements);
-               c_bloomdraws++;
-               c_bloomdrawpixels += bloomwidth * bloomheight;
+               renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                // render multiple times with a multiply blendfunc to raise to a power
                GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
                for (x = 1;x < r_bloom_power.integer;x++)
                {
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                }
                // we now have a darkened bloom image in the framebuffer, copy it into
                // the bloom image texture for more processing
@@ -881,9 +781,8 @@ static void R_BlendView(void)
                m.pointer_texcoord[0] = varray_texcoord2f[2];
                R_Mesh_State(&m);
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
                range = r_bloom_blur.integer * bloomwidth / 320;
@@ -909,15 +808,13 @@ static void R_BlendView(void)
                                continue;
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
                // copy the vertically blurred bloom view to a texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // blend the vertically blurred image at multiple offsets horizontally
                // to finish the blur effect
                // TODO: do offset blends using GLSL
@@ -944,17 +841,15 @@ static void R_BlendView(void)
                                continue;
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += bloomwidth * bloomheight;
+                       renderstats.bloom_drawpixels += bloomwidth * bloomheight;
                        GL_BlendFunc(GL_ONE, GL_ONE);
                }
                // copy the blurred bloom view to a texture
                GL_ActiveTexture(0);
-               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.realheight - (r_view_y + bloomheight), bloomwidth, bloomheight);
-               c_bloomcopies++;
-               c_bloomcopypixels += bloomwidth * bloomheight;
+               qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
+               renderstats.bloom_copypixels += bloomwidth * bloomheight;
                // go back to full view area
-               qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+               qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
                // put the original screen image back in place and blend the bloom
                // texture on it
                memset(&m, 0, sizeof(m));
@@ -979,8 +874,7 @@ static void R_BlendView(void)
                GL_BlendFunc(GL_ONE, GL_ZERO);
                GL_Color(1,1,1,1);
                R_Mesh_Draw(0, 4, 2, polygonelements);
-               c_bloomdraws++;
-               c_bloomdrawpixels += r_view_width * r_view_height;
+               renderstats.bloom_drawpixels += r_view_width * r_view_height;
                // now blend on the bloom texture if multipass
                if (dobloomblend)
                {
@@ -992,8 +886,7 @@ static void R_BlendView(void)
                        GL_BlendFunc(GL_ONE, GL_ONE);
                        GL_Color(1,1,1,1);
                        R_Mesh_Draw(0, 4, 2, polygonelements);
-                       c_bloomdraws++;
-                       c_bloomdrawpixels += r_view_width * r_view_height;
+                       renderstats.bloom_drawpixels += r_view_width * r_view_height;
                }
        }
        if (r_refdef.viewblend[3] >= 0.01f)
@@ -1022,11 +915,11 @@ void R_RenderView(void)
        if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
 
-       r_view_width = bound(0, r_refdef.width, vid.realwidth);
-       r_view_height = bound(0, r_refdef.height, vid.realheight);
+       r_view_width = bound(0, r_refdef.width, vid.width);
+       r_view_height = bound(0, r_refdef.height, vid.height);
        r_view_depth = 1;
-       r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
-       r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+       r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
        r_view_z = 0;
        r_view_fov_x = bound(1, r_refdef.fov_x, 170);
        r_view_fov_y = bound(1, r_refdef.fov_y, 170);
@@ -1039,7 +932,7 @@ void R_RenderView(void)
        r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
 
        // GL is weird because it's bottom to top, r_view_y is top to bottom
-       qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+       qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);
        GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        GL_ScissorTest(true);
        GL_DepthMask(true);
@@ -1061,7 +954,7 @@ void R_RenderView(void)
        R_BlendView();
        R_TimeReport("blendview");
 
-       GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+       GL_Scissor(0, 0, vid.width, vid.height);
        GL_ScissorTest(false);
 }
 
@@ -1252,7 +1145,7 @@ float nomodelcolor4f[6*4] =
 
 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
 {
-       const entity_render_t *ent = calldata1;
+       const entity_render_t *ent = (entity_render_t *)calldata1;
        int i;
        float f1, f2, *c, diff[3];
        float color4f[6*4];
@@ -1451,25 +1344,164 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        }
 }
 
+void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
+{
+       texturelayer_t *layer;
+       layer = t->currentlayers + t->currentnumlayers++;
+       layer->type = type;
+       layer->depthmask = depthmask;
+       layer->blendfunc1 = blendfunc1;
+       layer->blendfunc2 = blendfunc2;
+       layer->texture = texture;
+       layer->texmatrix = *matrix;
+       layer->color[0] = r;
+       layer->color[1] = g;
+       layer->color[2] = b;
+       layer->color[3] = a;
+}
+
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 {
-       // we don't need to set currentframe if t->animated is false because
-       // it was already set up by the texture loader for non-animating
-       if (t->animated)
+       // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+       //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
+       float currentalpha;
+
        {
-               t->currentframe = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
-               t = t->currentframe;
+               texture_t *texture = t;
+               model_t *model = ent->model;
+               int s = ent->skinnum;
+               if ((unsigned int)s >= (unsigned int)model->numskins)
+                       s = 0;
+               if (model->skinscenes)
+               {
+                       if (model->skinscenes[s].framecount > 1)
+                               s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
+                       else
+                               s = model->skinscenes[s].firstframe;
+               }
+               if (s > 0)
+                       t = t + s * model->num_surfaces;
+               if (t->animated)
+                       t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0];
+               texture->currentframe = t;
        }
+
        t->currentmaterialflags = t->basematerialflags;
-       t->currentalpha = ent->alpha;
+       currentalpha = ent->alpha;
        if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
-               t->currentalpha *= r_wateralpha.value;
+               currentalpha *= r_wateralpha.value;
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
        if (ent->effects & EF_ADDITIVE)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_TRANSPARENT;
-       else if (t->currentalpha < 1)
+       else if (currentalpha < 1)
                t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+       if (ent->effects & EF_NODEPTHTEST)
+               t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
+       if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
+               t->currenttexmatrix = r_waterscrollmatrix;
+       else
+               t->currenttexmatrix = r_identitymatrix;
+       t->currentnumlayers = 0;
+       if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
+       {
+               if (gl_lightmaps.integer)
+                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
+               else if (t->currentmaterialflags & MATERIALFLAG_SKY)
+               {
+                       // transparent sky would be ridiculous
+                       if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
+               }
+               else
+               {
+                       int blendfunc1, blendfunc2, depthmask;
+                       if (t->currentmaterialflags & MATERIALFLAG_ADD)
+                       {
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE;
+                               depthmask = false;
+                       }
+                       else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
+                       {
+                               blendfunc1 = GL_SRC_ALPHA;
+                               blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+                               depthmask = false;
+                       }
+                       else
+                       {
+                               blendfunc1 = GL_ONE;
+                               blendfunc2 = GL_ZERO;
+                               depthmask = true;
+                       }
+                       if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
+                       {
+                               rtexture_t *currentbasetexture;
+                               int layerflags = 0;
+                               if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                       layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
+                               currentbasetexture = (ent->colormap < 0 && t->skin.merged) ? t->skin.merged : t->skin.base;
+                               if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+                               {
+                                       R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], currentalpha);
+                                       if (ent->colormap >= 0 && t->skin.pants)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2], currentalpha);
+                                       if (ent->colormap >= 0 && t->skin.shirt)
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2], currentalpha);
+                               }
+                               else
+                               {
+                                       float colorscale;
+                                       colorscale = 2;
+                                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                                       // would normally be baked into the lightmaptexture must be
+                                       // applied to the color
+                                       if (ent->model->type == mod_brushq3)
+                                               colorscale *= d_lightstylevalue[0] * (1.0f / 256.0f);
+                                       // transparent and fullbright are not affected by r_lightmapintensity
+                                       if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+                                               colorscale *= r_lightmapintensity;
+                                       if (r_textureunits.integer >= 2 && gl_combine.integer)
+                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha);
+                                       else if ((t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) == 0)
+                                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, currentalpha);
+                                       else
+                                               R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, currentalpha);
+                                       if (r_ambient.value >= (1.0f/64.0f))
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+                                       if (ent->colormap >= 0 && t->skin.pants)
+                                       {
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * colorscale, ent->colormap_pantscolor[1] * colorscale, ent->colormap_pantscolor[2] * colorscale, currentalpha);
+                                               if (r_ambient.value >= (1.0f/64.0f))
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+                                       }
+                                       if (ent->colormap >= 0 && t->skin.shirt)
+                                       {
+                                               R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * colorscale, ent->colormap_shirtcolor[1] * colorscale, ent->colormap_shirtcolor[2] * colorscale, currentalpha);
+                                               if (r_ambient.value >= (1.0f/64.0f))
+                                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * r_ambient.value * (1.0f / 64.0f), currentalpha);
+                                       }
+                               }
+                               if (t->skin.glow != NULL)
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, currentalpha);
+                               if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
+                               {
+                                       // if this is opaque use alpha blend which will darken the earlier
+                                       // passes cheaply.
+                                       //
+                                       // if this is an alpha blended material, all the earlier passes
+                                       // were darkened by fog already, so we only need to add the fog
+                                       // color ontop through the fog mask texture
+                                       //
+                                       // if this is an additive blended material, all the earlier passes
+                                       // were darkened by fog already, and we should not add fog color
+                                       // (because the background was not darkened, there is no fog color
+                                       // that was lost behind it).
+                                       R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], currentalpha);
+                               }
+                       }
+               }
+       }
 }
 
 void R_UpdateAllTextureInfo(entity_render_t *ent)
@@ -1480,13 +1512,41 @@ void R_UpdateAllTextureInfo(entity_render_t *ent)
                        R_UpdateTextureInfo(ent, ent->model->data_textures + i);
 }
 
-static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+float *rsurface_vertex3f;
+float *rsurface_svector3f;
+float *rsurface_tvector3f;
+float *rsurface_normal3f;
+float *rsurface_lightmapcolor4f;
+
+void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
 {
        int i, j;
        float center[3], forward[3], right[3], up[3], v[4][3];
        matrix4x4_t matrix1, imatrix1;
+       if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
+       {
+               rsurface_vertex3f = varray_vertex3f;
+               rsurface_svector3f = NULL;
+               rsurface_tvector3f = NULL;
+               rsurface_normal3f = NULL;
+               Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
+       }
+       else
+       {
+               rsurface_vertex3f = surface->groupmesh->data_vertex3f;
+               rsurface_svector3f = surface->groupmesh->data_svector3f;
+               rsurface_tvector3f = surface->groupmesh->data_tvector3f;
+               rsurface_normal3f = surface->groupmesh->data_normal3f;
+       }
        if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
        {
+               if (!rsurface_svector3f)
+               {
+                       rsurface_svector3f = varray_svector3f;
+                       rsurface_tvector3f = varray_tvector3f;
+                       rsurface_normal3f = varray_normal3f;
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+               }
                // a single autosprite surface can contain multiple sprites...
                VectorClear(forward);
                VectorClear(right);
@@ -1495,13 +1555,13 @@ static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *te
                {
                        VectorClear(center);
                        for (i = 0;i < 4;i++)
-                               VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                               VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
                        VectorScale(center, 0.25f, center);
                        // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                       Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
                        Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
                        for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                               Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
                        forward[0] = modelorg[0] - center[0];
                        forward[1] = modelorg[1] - center[1];
                        VectorNormalize(forward);
@@ -1510,9 +1570,20 @@ static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *te
                        for (i = 0;i < 4;i++)
                                VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
                }
+               rsurface_vertex3f = varray_vertex3f;
+               rsurface_svector3f = NULL;
+               rsurface_tvector3f = NULL;
+               rsurface_normal3f = NULL;
        }
        else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
        {
+               if (!rsurface_svector3f)
+               {
+                       rsurface_svector3f = varray_svector3f;
+                       rsurface_tvector3f = varray_tvector3f;
+                       rsurface_normal3f = varray_normal3f;
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+               }
                Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
                Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
                Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
@@ -1521,976 +1592,405 @@ static void RSurf_DeformVertices(const entity_render_t *ent, const texture_t *te
                {
                        VectorClear(center);
                        for (i = 0;i < 4;i++)
-                               VectorAdd(center, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
+                               VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
                        VectorScale(center, 0.25f, center);
                        // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, (surface->groupmesh->data_normal3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_svector3f + 3 * surface->num_firstvertex) + j*3, (surface->groupmesh->data_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
+                       Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
                        Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
                        for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                               Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
                        for (i = 0;i < 4;i++)
                                VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
                }
+               rsurface_vertex3f = varray_vertex3f;
+               rsurface_svector3f = NULL;
+               rsurface_tvector3f = NULL;
+               rsurface_normal3f = NULL;
        }
-       else
-               memcpy((varray_vertex3f + 3 * surface->num_firstvertex), (surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), sizeof(float[3]) * surface->num_vertices);
+       R_Mesh_VertexPointer(rsurface_vertex3f);
 }
 
-// any sort of deformvertices call is *VERY* rare, so this must be optimized
-// to skip deformvertices quickly!
-#if 1
-#define RSurf_GetVertexPointer(ent, texture, surface, modelorg) ((texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) ? (RSurf_DeformVertices(ent, texture, surface, modelorg), varray_vertex3f) : surface->groupmesh->data_vertex3f)
-#else
-static float *RSurf_GetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
 {
-       if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       int i;
+       float f;
+       float *v, *c, *c2;
+       vec3_t diff;
+       if (lightmode >= 2)
        {
-               RSurf_DeformVertices(ent, texture, surface, modelorg);
-               return varray_vertex3f;
+               // model lighting
+               vec4_t ambientcolor4f;
+               vec3_t diffusecolor;
+               vec3_t diffusenormal;
+               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
+               {
+                       rsurface_lightmapcolor4f = varray_color4f;
+                       if (rsurface_normal3f == NULL)
+                       {
+                               rsurface_normal3f = varray_normal3f;
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
+                       r = 1;
+                       g = 1;
+                       b = 1;
+                       a = 1;
+                       applycolor = false;
+               }
+               else
+               {
+                       r = ambientcolor4f[0];
+                       g = ambientcolor4f[1];
+                       b = ambientcolor4f[2];
+                       a = ambientcolor4f[3];
+                       rsurface_lightmapcolor4f = NULL;
+               }
+       }
+       else if (lightmode >= 1)
+       {
+               if (surface->lightmapinfo)
+               {
+                       for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       {
+                               const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
+                               if (lm)
+                               {
+                                       float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
+                                       VectorScale(lm, scale, c);
+                                       if (surface->lightmapinfo->styles[1] != 255)
+                                       {
+                                               int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
+                                               lm += size3;
+                                               scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
+                                               VectorMA(c, scale, lm, c);
+                                               if (surface->lightmapinfo->styles[2] != 255)
+                                               {
+                                                       lm += size3;
+                                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
+                                                       VectorMA(c, scale, lm, c);
+                                                       if (surface->lightmapinfo->styles[3] != 255)
+                                                       {
+                                                               lm += size3;
+                                                               scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
+                                                               VectorMA(c, scale, lm, c);
+                                                       }
+                                               }
+                                       }
+                               }
+                               else
+                                       VectorClear(c);
+                       }
+                       rsurface_lightmapcolor4f = varray_color4f;
+               }
+               else
+                       rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
        }
        else
-               return surface->groupmesh->data_vertex3f;
+               rsurface_lightmapcolor4f = NULL;
+       if (applyfog)
+       {
+               if (rsurface_lightmapcolor4f)
+               {
+                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+                       {
+                               VectorSubtract(v, modelorg, diff);
+                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                               c2[0] = c[0] * f;
+                               c2[1] = c[1] * f;
+                               c2[2] = c[2] * f;
+                               c2[3] = c[3];
+                       }
+               }
+               else
+               {
+                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+                       {
+                               VectorSubtract(v, modelorg, diff);
+                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
+                               c2[0] = f;
+                               c2[1] = f;
+                               c2[2] = f;
+                               c2[3] = 1;
+                       }
+               }
+               rsurface_lightmapcolor4f = varray_color4f;
+       }
+       if (applycolor && rsurface_lightmapcolor4f)
+       {
+               for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+               {
+                       c2[0] = c[0] * r;
+                       c2[1] = c[1] * g;
+                       c2[2] = c[2] * b;
+                       c2[3] = c[3] * a;
+               }
+               rsurface_lightmapcolor4f = varray_color4f;
+       }
+       R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+       GL_Color(r, g, b, a);
 }
-#endif
+
 
 static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
 {
-       int i;
        int texturesurfaceindex;
-       const float *v, *vertex3f;
-       float *c;
-       float diff[3];
-       float f, r, g, b, a, base, colorscale;
+       int lightmode;
        const msurface_t *surface;
-       qboolean dolightmap;
-       qboolean dobase;
-       qboolean doambient;
-       qboolean dodetail;
-       qboolean doglow;
-       qboolean dofogpass;
-       qboolean fogallpasses;
-       qboolean waterscrolling;
-       surfmesh_t *groupmesh;
-       rtexture_t *lightmaptexture;
+       qboolean applycolor;
        rmeshstate_t m;
-       texture = texture->currentframe;
        if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
                return;
-       c_faces += texturenumsurfaces;
-       // gl_lightmaps debugging mode skips normal texturing
-       if (gl_lightmaps.integer)
-       {
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_DepthMask(true);
-               GL_DepthTest(true);
-               qglDisable(GL_CULL_FACE);
-               GL_Color(1, 1, 1, 1);
-               memset(&m, 0, sizeof(m));
-               R_Mesh_State(&m);
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                       R_Mesh_ColorPointer(surface->lightmaptexture ? NULL : surface->groupmesh->data_lightmapcolor4f);
-                       R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                       GL_LockArrays(0, 0);
-               }
-               qglEnable(GL_CULL_FACE);
-               return;
-       }
+       renderstats.entities_surfaces += texturenumsurfaces;
+       // FIXME: identify models using a better check than ent->model->brush.shadowmesh
+       lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
        GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT));
-       if (texture->currentmaterialflags & MATERIALFLAG_ADD)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
-               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-       else
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-       // water waterscrolling in texture matrix
-       waterscrolling = (texture->currentmaterialflags & MATERIALFLAG_WATER) && r_waterscroll.value != 0;
        if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                qglDisable(GL_CULL_FACE);
-       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+       if (texture->currentnumlayers)
        {
-               if (skyrendernow)
-               {
-                       skyrendernow = false;
-                       if (skyrendermasked)
-                               R_Sky();
-               }
-               // LordHavoc: HalfLife maps have freaky skypolys...
-               //if (!ent->model->brush.ishlbsp)
+               int layerindex;
+               texturelayer_t *layer;
+               for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
                {
-                       R_Mesh_Matrix(&ent->matrix);
-                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-                       if (skyrendermasked)
+                       vec4_t layercolor;
+                       int layertexrgbscale;
+                       GL_DepthMask(layer->depthmask);
+                       GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
+                       if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
                        {
-                               // depth-only (masking)
-                               GL_ColorMask(0,0,0,0);
-                               // just to make sure that braindead drivers don't draw anything
-                               // despite that colormask...
-                               GL_BlendFunc(GL_ZERO, GL_ONE);
+                               layertexrgbscale = 4;
+                               VectorScale(layer->color, 0.25f, layercolor);
                        }
-                       else
+                       else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
                        {
-                               // fog sky
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                               layertexrgbscale = 2;
+                               VectorScale(layer->color, 0.5f, layercolor);
                        }
-                       GL_DepthMask(true);
-                       GL_DepthTest(true);
-                       memset(&m, 0, sizeof(m));
-                       R_Mesh_State(&m);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       else
                        {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
+                               layertexrgbscale = 1;
+                               VectorScale(layer->color, 1.0f, layercolor);
                        }
-                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-               }
-       }
-       else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
-       {
-               // NVIDIA Geforce3 distortion texture shader on water
-               float args[4] = {0.05f,0,0,0.04f};
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_texture_distorttexture[(int)(r_refdef.time * 16)&63]);
-               m.tex[1] = R_GetTexture(texture->skin.base);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_REPLACE;
-               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
-               m.texmatrix[1] = r_waterscrollmatrix;
-               R_Mesh_State(&m);
-
-               GL_Color(1, 1, 1, texture->currentalpha);
-               GL_ActiveTexture(0);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(1);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
-               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
-               qglEnable(GL_TEXTURE_SHADER_NV);
-
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
-                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                       GL_LockArrays(0, 0);
-               }
-
-               qglDisable(GL_TEXTURE_SHADER_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(0);
-       }
-       else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
-       {
-               // normal surface (wall or water)
-               dobase = true;
-               dolightmap = !(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT);
-               doambient = r_ambient.value >= (1/64.0f);
-               dodetail = r_detailtextures.integer && texture->skin.detail != NULL && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
-               doglow = texture->skin.glow != NULL;
-               dofogpass = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_ADD);
-               fogallpasses = fogenabled && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT);
-               if (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)
-               {
-                       if (dobase && dolightmap && gl_combine.integer)
+                       layercolor[3] = layer->color[3];
+                       GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                       applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+                       switch (layer->type)
                        {
-                               dobase = false;
+                       case TEXTURELAYERTYPE_SKY:
+                               if (skyrendernow)
+                               {
+                                       skyrendernow = false;
+                                       if (skyrendermasked)
+                                       {
+                                               R_Sky();
+                                               // restore entity matrix and GL_Color
+                                               R_Mesh_Matrix(&ent->matrix);
+                                               GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
+                                       }
+                               }
+                               // LordHavoc: HalfLife maps have freaky skypolys...
+                               //if (!ent->model->brush.ishlbsp)
+                               {
+                                       if (skyrendermasked)
+                                       {
+                                               // depth-only (masking)
+                                               GL_ColorMask(0,0,0,0);
+                                               // just to make sure that braindead drivers don't draw anything
+                                               // despite that colormask...
+                                               GL_BlendFunc(GL_ZERO, GL_ONE);
+                                       }
+                                       else
+                                       {
+                                               // fog sky
+                                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                                       }
+                                       memset(&m, 0, sizeof(m));
+                                       R_Mesh_State(&m);
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                               GL_LockArrays(0, 0);
+                                       }
+                                       if (skyrendermasked)
+                                               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+                               }
+                               break;
+                       case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
                                memset(&m, 0, sizeof(m));
-                               m.tex[1] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[1] = r_waterscrollmatrix;
-                               m.texrgbscale[1] = 2;
+                               m.tex[1] = R_GetTexture(layer->texture);
+                               m.texmatrix[1] = layer->texmatrix;
+                               m.texrgbscale[1] = layertexrgbscale;
                                m.pointer_color = varray_color4f;
                                R_Mesh_State(&m);
-                               colorscale = 1;
-                               r = ent->colormod[0] * colorscale;
-                               g = ent->colormod[1] * colorscale;
-                               b = ent->colormod[2] * colorscale;
-                               a = texture->currentalpha;
-                               base = r_ambient.value * (1.0f / 64.0f);
-                               // q3bsp has no lightmap updates, so the lightstylevalue that
-                               // would normally be baked into the lightmaptexture must be
-                               // applied to the color
-                               if (ent->model->brushq1.lightdata)
-                               {
-                                       float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                       r *= scale;
-                                       g *= scale;
-                                       b *= scale;
-                               }
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_VertexPointer(vertex3f);
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
                                        R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       if (surface->lightmaptexture)
+                                       if (lightmode == 2)
+                                       {
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       }
+                                       else if (surface->lightmaptexture)
                                        {
                                                R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                               if (fogallpasses)
-                                               {
-                                                       R_Mesh_ColorPointer(varray_color4f);
-                                                       for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                                       {
-                                                               VectorSubtract(v, modelorg, diff);
-                                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                               c[0] = f * r;
-                                                               c[1] = f * g;
-                                                               c[2] = f * b;
-                                                               c[3] = a;
-                                                       }
-                                               }
-                                               else
-                                               {
-                                                       R_Mesh_ColorPointer(NULL);
-                                                       GL_Color(r, g, b, a);
-                                               }
+                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
                                        }
                                        else
                                        {
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               R_Mesh_ColorPointer(varray_color4f);
-                                               if (!surface->lightmaptexture)
-                                               {
-                                                       for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
-                                                       {
-                                                               c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
-                                                               c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
-                                                               c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
-                                                               c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
-                                                       }
-                                                       if (fogallpasses)
-                                                       {
-                                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                                               {
-                                                                       VectorSubtract(v, modelorg, diff);
-                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                                       VectorScale(c, f, c);
-                                                               }
-                                                       }
-                                               }
-                                               else
-                                               {
-                                                       R_Mesh_ColorPointer(NULL);
-                                                       GL_Color(0, 0, 0, a);
-                                               }
+                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
                                        }
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
                                }
-                       }
-                       if (dobase)
-                       {
-                               dobase = false;
+                               break;
+                       case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
                                memset(&m, 0, sizeof(m));
-                               m.tex[0] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[0] = r_waterscrollmatrix;
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
                                m.pointer_color = varray_color4f;
-                               colorscale = 1;
-                               if (gl_combine.integer)
-                               {
-                                       m.texrgbscale[0] = 4;
-                                       colorscale *= 0.25f;
-                               }
+                               m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
-                               r = ent->colormod[0] * colorscale;
-                               g = ent->colormod[1] * colorscale;
-                               b = ent->colormod[2] * colorscale;
-                               a = texture->currentalpha;
-                               if (dolightmap)
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                                       // would normally be baked into the lightmaptexture must be
-                                       // applied to the color
-                                       if (!ent->model->brushq1.lightdata)
-                                       {
-                                               float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                               r *= scale;
-                                               g *= scale;
-                                               b *= scale;
-                                       }
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                       if (lightmode == 2)
                                        {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                               R_Mesh_VertexPointer(vertex3f);
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       c[0] = 0;
-                                                       c[1] = 0;
-                                                       c[2] = 0;
-                                                       if (!surface->lightmapinfo)
-                                                               VectorCopy((surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex) + i*4, c);
-                                                       else //if (surface->lightmapinfo)
-                                                       {
-                                                               const qbyte *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
-                                                               float scale = d_lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
-                                                               VectorMA(c, scale, lm, c);
-                                                               if (surface->lightmapinfo->styles[1] != 255)
-                                                               {
-                                                                       int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
-                                                                       lm += size3;
-                                                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
-                                                                       VectorMA(c, scale, lm, c);
-                                                                       if (surface->lightmapinfo->styles[2] != 255)
-                                                                       {
-                                                                               lm += size3;
-                                                                               scale = d_lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
-                                                                               VectorMA(c, scale, lm, c);
-                                                                               if (surface->lightmapinfo->styles[3] != 255)
-                                                                               {
-                                                                                       lm += size3;
-                                                                                       scale = d_lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
-                                                                                       VectorMA(c, scale, lm, c);
-                                                                               }
-                                                                       }
-                                                               }
-                                                       }
-                                                       c[0] *= r;
-                                                       c[1] *= g;
-                                                       c[2] *= b;
-                                                       if (fogallpasses)
-                                                       {
-                                                               VectorSubtract(v, modelorg, diff);
-                                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                               VectorScale(c, f, c);
-                                                       }
-                                                       if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                                               c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
-                                                       else
-                                                               c[3] = a;
-                                               }
-                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                               GL_LockArrays(0, 0);
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
                                        }
-                               }
-                               else
-                               {
-                                       if (fogallpasses)
+                                       else if (surface->lightmaptexture)
                                        {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                                       R_Mesh_VertexPointer(vertex3f);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                                       if (!surface->lightmapinfo && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                                       {
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                                               {
-                                                                       VectorSubtract(v, modelorg, diff);
-                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                                       c[0] = r * f;
-                                                                       c[1] = g * f;
-                                                                       c[2] = b * f;
-                                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
-                                                               }
-                                                       }
-                                                       else
-                                                       {
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                                               {
-                                                                       VectorSubtract(v, modelorg, diff);
-                                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                                       c[0] = r * f;
-                                                                       c[1] = g * f;
-                                                                       c[2] = b * f;
-                                                                       c[3] = a;
-                                                               }
-                                                       }
-                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                                       GL_LockArrays(0, 0);
-                                               }
+                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                               R_Mesh_ColorPointer(NULL);
                                        }
                                        else
                                        {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                                       R_Mesh_VertexPointer(vertex3f);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                                       if (!surface->lightmaptexture && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                                       {
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                                               {
-                                                                       c[0] = r;
-                                                                       c[1] = g;
-                                                                       c[2] = b;
-                                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
-                                                               }
-                                                       }
-                                                       else
-                                                       {
-                                                               R_Mesh_ColorPointer(NULL);
-                                                               GL_Color(r, g, b, a);
-                                                       }
-                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                                       GL_LockArrays(0, 0);
-                                               }
+                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                               RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false);
                                        }
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
                                }
-                       }
-               }
-               else
-               {
-                       if (!dolightmap && dobase)
-                       {
-                               dolightmap = false;
-                               dobase = false;
-                               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], 1);
+                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                                memset(&m, 0, sizeof(m));
-                               m.tex[0] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[0] = r_waterscrollmatrix;
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_color = varray_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
                                }
-                       }
-                       if (r_lightmapintensity <= 0 && dolightmap && dobase)
-                       {
-                               dolightmap = false;
-                               dobase = false;
-                               GL_Color(0, 0, 0, 1);
+                               break;
+                       case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
                                memset(&m, 0, sizeof(m));
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.texrgbscale[0] = layertexrgbscale;
+                               m.pointer_color = varray_color4f;
                                R_Mesh_State(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
                                }
-                       }
-                       if (r_textureunits.integer >= 2 && gl_combine.integer && dolightmap && dobase)
-                       {
-                               // dualtexture combine
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_DepthMask(true);
-                               dolightmap = false;
-                               dobase = false;
+                               break;
+                       case TEXTURELAYERTYPE_TEXTURE:
                                memset(&m, 0, sizeof(m));
-                               m.tex[1] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[1] = r_waterscrollmatrix;
-                               m.texrgbscale[1] = 2;
+                               m.tex[0] = R_GetTexture(layer->texture);
+                               m.texmatrix[0] = layer->texmatrix;
+                               m.pointer_color = varray_color4f;
+                               m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
-                               r = ent->colormod[0] * r_lightmapintensity;
-                               g = ent->colormod[1] * r_lightmapintensity;
-                               b = ent->colormod[2] * r_lightmapintensity;
-                               GL_Color(r, g, b, 1);
-                               if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                               {
-                                       R_Mesh_VertexPointer(varray_vertex3f);
-                                       if (r == 1 && g == 1 && b == 1)
-                                       {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       RSurf_DeformVertices(ent, texture, surface, modelorg);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
-                                                       if (surface->lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                               R_Mesh_ColorPointer(NULL);
-                                                       }
-                                                       else //if (r == 1 && g == 1 && b == 1)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
-                                                       }
-                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                                       GL_LockArrays(0, 0);
-                                               }
-                                       }
-                                       else
-                                       {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       RSurf_DeformVertices(ent, texture, surface, modelorg);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
-                                                       if (surface->lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                               R_Mesh_ColorPointer(NULL);
-                                                       }
-                                                       else
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
-                                                               {
-                                                                       c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
-                                                                       c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
-                                                                       c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
-                                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
-                                                               }
-                                                       }
-                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                                       GL_LockArrays(0, 0);
-                                               }
-                                       }
-                               }
-                               else
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
-                                       if (r == 1 && g == 1 && b == 1)
-                                       {
-#if 0
-                                               // experimental direct state calls for measuring
-                                               // R_Mesh_ call overhead, do not use!
-                                               R_Mesh_VertexPointer(varray_vertex3f);
-                                               R_Mesh_TexCoordPointer(0, 2, varray_texcoord2f[0]);
-                                               R_Mesh_TexCoordPointer(1, 2, varray_texcoord2f[1]);
-                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               R_Mesh_ColorPointer(varray_color4f);
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), surface->groupmesh->data_vertex3f);
-                                                       qglClientActiveTexture(GL_TEXTURE0_ARB);
-                                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordlightmap2f);
-                                                       qglClientActiveTexture(GL_TEXTURE1_ARB);
-                                                       qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), surface->groupmesh->data_texcoordtexture2f);
-                                                       if (surface->lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                               qglDisableClientState(GL_COLOR_ARRAY);
-                                                               qglColor4f(r, g, b, 1);
-                                                       }
-                                                       else //if (r == 1 && g == 1 && b == 1)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               qglEnableClientState(GL_COLOR_ARRAY);
-                                                               qglColorPointer(4, GL_FLOAT, sizeof(float[4]), surface->groupmesh->data_lightmapcolor4f);
-                                                       }
-                                                       qglLockArraysEXT(0, surface->num_vertices);
-                                                       qglDrawRangeElements(GL_TRIANGLES, surface->num_firstvertex, surface->num_firstvertex + surface->num_vertices, surface->num_triangles * 3, GL_UNSIGNED_INT, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                                       qglUnlockArraysEXT();
-                                               }
-#else
-                                               groupmesh = NULL;
-                                               lightmaptexture = NULL;
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       if (groupmesh != surface->groupmesh)
-                                                       {
-                                                               groupmesh = surface->groupmesh;
-                                                               R_Mesh_VertexPointer(groupmesh->data_vertex3f);
-                                                               R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
-                                                               R_Mesh_TexCoordPointer(1, 2, groupmesh->data_texcoordtexture2f);
-                                                               if (!lightmaptexture)
-                                                                       R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
-                                                       }
-                                                       if (lightmaptexture != surface->lightmaptexture)
-                                                       {
-                                                               lightmaptexture = surface->lightmaptexture;
-                                                               if (lightmaptexture)
-                                                               {
-                                                                       R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
-                                                                       R_Mesh_ColorPointer(NULL);
-                                                               }
-                                                               else //if (r == 1 && g == 1 && b == 1)
-                                                               {
-                                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                                       R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
-                                                               }
-                                                       }
-                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                                       GL_LockArrays(0, 0);
-                                               }
-#endif
-                                       }
-                                       else
-                                       {
-                                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                               {
-                                                       surface = texturesurfacelist[texturesurfaceindex];
-                                                       R_Mesh_VertexPointer(surface->groupmesh->data_vertex3f);
-                                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
-                                                       if (surface->lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                               R_Mesh_ColorPointer(NULL);
-                                                       }
-                                                       else
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               R_Mesh_ColorPointer(varray_color4f);
-                                                               for (i = 0, c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4)
-                                                               {
-                                                                       c[0] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+0] * r;
-                                                                       c[1] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+1] * g;
-                                                                       c[2] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+2] * b;
-                                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3];
-                                                               }
-                                                       }
-                                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                                       GL_LockArrays(0, 0);
-                                               }
-                                       }
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       GL_LockArrays(0, 0);
                                }
-                       }
-                       // single texture
-                       if (dolightmap)
-                       {
-                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                               GL_DepthMask(true);
-                               GL_Color(1, 1, 1, 1);
+                               break;
+                       case TEXTURELAYERTYPE_FOG:
                                memset(&m, 0, sizeof(m));
-                               R_Mesh_State(&m);
-                               if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                               {
-                                       R_Mesh_VertexPointer(varray_vertex3f);
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               RSurf_DeformVertices(ent, texture, surface, modelorg);
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                               if (surface->lightmaptexture)
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                                       R_Mesh_ColorPointer(NULL);
-                                               }
-                                               else //if (r == 1 && g == 1 && b == 1)
-                                               {
-                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                       R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
-                                               }
-                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                               GL_LockArrays(0, 0);
-                                       }
-                               }
-                               else
+                               if (layer->texture)
                                {
-                                       groupmesh = NULL;
-                                       lightmaptexture = NULL;
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               if (groupmesh != surface->groupmesh)
-                                               {
-                                                       groupmesh = surface->groupmesh;
-                                                       R_Mesh_VertexPointer(groupmesh->data_vertex3f);
-                                                       R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordlightmap2f);
-                                                       if (!lightmaptexture)
-                                                               R_Mesh_ColorPointer(groupmesh->data_lightmapcolor4f);
-                                               }
-                                               if (lightmaptexture != surface->lightmaptexture)
-                                               {
-                                                       lightmaptexture = surface->lightmaptexture;
-                                                       if (lightmaptexture)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
-                                                               R_Mesh_ColorPointer(NULL);
-                                                       }
-                                                       else //if (r == 1 && g == 1 && b == 1)
-                                                       {
-                                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                                               R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
-                                                       }
-                                               }
-                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                               GL_LockArrays(0, 0);
-                                       }
+                                       m.tex[0] = R_GetTexture(layer->texture);
+                                       m.texmatrix[0] = layer->texmatrix;
                                }
-                       }
-                       if (dobase)
-                       {
-                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                               GL_DepthMask(false);
-                               GL_Color(r_lightmapintensity * ent->colormod[0], r_lightmapintensity * ent->colormod[1], r_lightmapintensity * ent->colormod[2], 1);
-                               memset(&m, 0, sizeof(m));
-                               m.tex[0] = R_GetTexture(texture->skin.base);
-                               if (waterscrolling)
-                                       m.texmatrix[0] = r_waterscrollmatrix;
                                R_Mesh_State(&m);
-                               if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                               {
-                                       R_Mesh_VertexPointer(varray_vertex3f);
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               RSurf_DeformVertices(ent, texture, surface, modelorg);
-                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                               GL_LockArrays(0, 0);
-                                       }
-                               }
-                               else
-                               {
-                                       groupmesh = NULL;
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               if (groupmesh != surface->groupmesh)
-                                               {
-                                                       groupmesh = surface->groupmesh;
-                                                       R_Mesh_VertexPointer(groupmesh->data_vertex3f);
-                                                       R_Mesh_TexCoordPointer(0, 2, groupmesh->data_texcoordtexture2f);
-                                               }
-                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                               GL_LockArrays(0, 0);
-                                       }
-                               }
-                       }
-               }
-               if (doambient)
-               {
-                       doambient = false;
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.base);
-                       if (waterscrolling)
-                               m.texmatrix[0] = r_waterscrollmatrix;
-                       m.pointer_color = varray_color4f;
-                       colorscale = 1;
-                       if (gl_combine.integer)
-                       {
-                               m.texrgbscale[0] = 4;
-                               colorscale *= 0.25f;
-                       }
-                       R_Mesh_State(&m);
-                       base = r_ambient.value * (1.0f / 64.0f);
-                       r = ent->colormod[0] * colorscale * base;
-                       g = ent->colormod[1] * colorscale * base;
-                       b = ent->colormod[2] * colorscale * base;
-                       a = texture->currentalpha;
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_VertexPointer(vertex3f);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                               {
-                                       c[0] = r;
-                                       c[1] = g;
-                                       c[2] = b;
-                                       if (fogallpasses)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                               VectorScale(c, f, c);
-                                       }
-                                       if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                               c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
-                                       else
-                                               c[3] = a;
-                               }
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if (dodetail)
-               {
-                       GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
-                       GL_DepthMask(false);
-                       GL_Color(1, 1, 1, 1);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.detail);
-                       R_Mesh_State(&m);
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               R_Mesh_VertexPointer(RSurf_GetVertexPointer(ent, texture, surface, modelorg));
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoorddetail2f);
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
-                       }
-               }
-               if (doglow)
-               {
-                       // if glow was not already done using multitexture, do it now.
-                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.glow);
-                       if (waterscrolling)
-                               m.texmatrix[0] = r_waterscrollmatrix;
-                       m.pointer_color = varray_color4f;
-                       R_Mesh_State(&m);
-                       colorscale = 1;
-                       r = ent->colormod[0] * colorscale;
-                       g = ent->colormod[1] * colorscale;
-                       b = ent->colormod[2] * colorscale;
-                       a = texture->currentalpha;
-                       if (fogallpasses)
-                       {
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
+                                       int i;
+                                       float diff[3];
+                                       float f, *v, *c;
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_VertexPointer(vertex3f);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       if (layer->texture)
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
                                        R_Mesh_ColorPointer(varray_color4f);
-                                       if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                       {
-                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       VectorSubtract(v, modelorg, diff);
-                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                       c[0] = f * r;
-                                                       c[1] = f * g;
-                                                       c[2] = f * b;
-                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
-                                               }
-                                       }
-                                       else
+                                       for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                        {
-                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       VectorSubtract(v, modelorg, diff);
-                                                       f = 1 - exp(fogdensity/DotProduct(diff, diff));
-                                                       c[0] = f * r;
-                                                       c[1] = f * g;
-                                                       c[2] = f * b;
-                                                       c[3] = a;
-                                               }
+                                               VectorSubtract(v, modelorg, diff);
+                                               f = exp(fogdensity/DotProduct(diff, diff));
+                                               c[0] = layercolor[0];
+                                               c[1] = layercolor[1];
+                                               c[2] = layercolor[2];
+                                               c[3] = f * layercolor[3];
                                        }
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
                                }
+                               break;
+                       default:
+                               Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
                        }
-                       else
+                       // if trying to do overbright on first pass of an opaque surface
+                       // when combine is not supported, brighten as a post process
+                       if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask)
                        {
+                               int scale;
+                               GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
+                               GL_Color(1, 1, 1, 1);
+                               memset(&m, 0, sizeof(m));
+                               R_Mesh_State(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_VertexPointer(vertex3f);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                                       {
-                                               R_Mesh_ColorPointer(varray_color4f);
-                                               for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                               {
-                                                       c[0] = r;
-                                                       c[1] = g;
-                                                       c[2] = b;
-                                                       c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * a;
-                                               }
-                                       }
-                                       else
-                                       {
-                                               R_Mesh_ColorPointer(NULL);
-                                               GL_Color(r, g, b, a);
-                                       }
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+                                       for (scale = 1;scale < layertexrgbscale;scale <<= 1)
+                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
                                }
                        }
                }
-               if (dofogpass)
-               {
-                       // if this is opaque use alpha blend which will darken the earlier
-                       // passes cheaply.
-                       //
-                       // if this is an alpha blended material, all the earlier passes
-                       // were darkened by fog already, so we only need to add the fog
-                       // color ontop through the fog mask texture
-                       //
-                       // if this is an additive blended material, all the earlier passes
-                       // were darkened by fog already, and we should not add fog color
-                       // (because the background was not darkened, there is no fog color
-                       // that was lost behind it).
-                       if (!fogallpasses)
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-                       else
-                               GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-                       GL_DepthMask(false);
-                       memset(&m, 0, sizeof(m));
-                       m.tex[0] = R_GetTexture(texture->skin.fog);
-                       if (waterscrolling)
-                               m.texmatrix[0] = r_waterscrollmatrix;
-                       R_Mesh_State(&m);
-                       r = fogcolor[0];
-                       g = fogcolor[1];
-                       b = fogcolor[2];
-                       a = texture->currentalpha;
-                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                       {
-                               surface = texturesurfacelist[texturesurfaceindex];
-                               vertex3f = RSurf_GetVertexPointer(ent, texture, surface, modelorg);
-                               R_Mesh_VertexPointer(vertex3f);
-                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               R_Mesh_ColorPointer(varray_color4f);
-                               //RSurf_FogPassColors_Vertex3f_Color4f((surface->groupmesh->data_vertex3f + 3 * surface->num_firstvertex), varray_color4f, fogcolor[0], fogcolor[1], fogcolor[2], texture->currentalpha, 1, surface->num_vertices, modelorg);
-                               if (!surface->lightmaptexture && surface->groupmesh->data_lightmapcolor4f && (texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                               {
-                                       for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = exp(fogdensity/DotProduct(diff, diff));
-                                               c[0] = r;
-                                               c[1] = g;
-                                               c[2] = b;
-                                               c[3] = (surface->groupmesh->data_lightmapcolor4f + 4 * surface->num_firstvertex)[i*4+3] * f * a;
-                                       }
-                               }
-                               else
-                               {
-                                       for (i = 0, v = (vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
-                                       {
-                                               VectorSubtract(v, modelorg, diff);
-                                               f = exp(fogdensity/DotProduct(diff, diff));
-                                               c[0] = r;
-                                               c[1] = g;
-                                               c[2] = b;
-                                               c[3] = f * a;
-                                       }
-                               }
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                               GL_LockArrays(0, 0);
-                       }
-               }
        }
        if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                qglEnable(GL_CULL_FACE);
@@ -2498,7 +1998,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
 
 static void RSurfShader_Transparent_Callback(const void *calldata1, int calldata2)
 {
-       const entity_render_t *ent = calldata1;
+       const entity_render_t *ent = (entity_render_t *)calldata1;
        const msurface_t *surface = ent->model->data_surfaces + calldata2;
        vec3_t modelorg;
        texture_t *texture;
@@ -2530,7 +2030,7 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, int tex
                                tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                                tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                                Matrix4x4_Transform(&ent->matrix, tempcenter, center);
-                               R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
+                               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, RSurfShader_Transparent_Callback, ent, surface - ent->model->data_surfaces);
                        }
                }
        }
@@ -2542,6 +2042,7 @@ extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
 {
        int i, j, f, flagsmask;
+       int counttriangles = 0;
        msurface_t *surface, **surfacechain;
        texture_t *t, *texture;
        model_t *model = ent->model;
@@ -2589,8 +2090,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               f = t->currentmaterialflags & flagsmask;
                                texture = t->currentframe;
+                               f = texture->currentmaterialflags & flagsmask;
                        }
                        if (f && surface->num_triangles)
                        {
@@ -2599,6 +2100,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        R_BuildLightMap(ent, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
+                               counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
                                        R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
@@ -2619,8 +2121,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               f = t->currentmaterialflags & flagsmask;
                                texture = t->currentframe;
+                               f = texture->currentmaterialflags & flagsmask;
                        }
                        if (f && surface->num_triangles)
                        {
@@ -2629,6 +2131,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                        R_BuildLightMap(ent, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
+                               counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
                                        R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
@@ -2639,5 +2142,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        }
        if (numsurfacelist)
                R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
+       if (!r_showtrispass)
+               renderstats.entities_triangles += counttriangles;
 }